diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 14 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 12 | 
2 files changed, 21 insertions, 5 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index dc484317e9..d3a05c34c0 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -86,6 +86,14 @@ float getAmbientClamp();  vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)  { +    // SL-14895 inverted attenuation work-around +    // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct +    // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() +    // to recover the `adjusted_radius` value previously being sent as la. +    float falloff_factor = (12.0 * fa) - 9.0; +    float inverted_la = falloff_factor / la; +    // Yes, it makes me want to cry as well. DJH +          vec3 col = vec3(0);  	//get light vector @@ -95,7 +103,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec  	float dist = length(lv);  	float da = 1.0; -    /*if (dist > la) +    /*if (dist > inverted_la)      {          return col;      } @@ -113,9 +121,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec          return col;      }*/ -	if (dist > 0.0 && la > 0.0) +	if (dist > 0.0 && inverted_la > 0.0)  	{ -        dist /= la; +        dist /= inverted_la;  		//normalize light vector  		lv = normalize(lv); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index e1f7031af6..02d83925ea 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -91,6 +91,14 @@ float getAmbientClamp();  vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spec, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, inout float glare, float ambiance)  { +    // SL-14895 inverted attenuation work-around +    // This routine is tweaked to match deferred lighting, but previously used an inverted la value. To reconstruct +    // that previous value now that the inversion is corrected, we reverse the calculations in LLPipeline::setupHWLights() +    // to recover the `adjusted_radius` value previously being sent as la. +    float falloff_factor = (12.0 * fa) - 9.0; +    float inverted_la = falloff_factor / la; +    // Yes, it makes me want to cry as well. DJH +          vec3 col = vec3(0);      //get light vector @@ -100,9 +108,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe      float dist = length(lv);      float da = 1.0; -    dist /= la; +    dist /= inverted_la; -    if (dist > 0.0 && la > 0.0) +    if (dist > 0.0 && inverted_la > 0.0)      {          //normalize light vector          lv = normalize(lv); | 
