diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 10 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 16 | 
2 files changed, 15 insertions, 11 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 4b99592dbb..4fe0d1351d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -92,8 +92,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec      float d = length(lv);      float da = 1.0;      vec3 col = vec3(0); - -    if (d > 0.0 && fa > 0.0) +    if (d > 0.0)      {          //normalize light vector          lv = normalize(lv); @@ -103,8 +102,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec          da = clamp(da, 0.0, 1.0);          //distance attenuation -        float dist = d/la; -        float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); +        float dist = (la > 0) ? d/la : 1.0f; +        fa += 1.0f; +        float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;          dist_atten *= dist_atten;          dist_atten *= 2.0f; @@ -230,7 +230,7 @@ vec3 post_diffuse = color.rgb;  vec3 prelight_linearish_maybe = color.rgb; -   #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w, 1.0); +   #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w * 0.5, 1.0);      LIGHT_LOOP(1)      LIGHT_LOOP(2) diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 8c5a0ef297..6d7162b5a2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -95,14 +95,15 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe      vec3 col = vec3(0,0,0); -    if (d > 0.0 && la > 0.0 && fa > 0.0) +    if (d > 0.0)      {          //normalize light vector          lv = normalize(lv);          //distance attenuation -        float dist = d/la; -        float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0); +        float dist = (la > 0) ? d/la : 1.0f; +        fa += 1.0f; +        float dist_atten = ( fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;          dist_atten *= dist_atten;          dist_atten *= 2.0f; @@ -121,8 +122,11 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe          col = light_col*lit*diffuse*shadow;          float amb_da = ambiance; -        amb_da += (da*0.5+0.5) * (1.0 - shadow) * ambiance; -        amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance; +        if (da > 0) +        { +            amb_da += (da*0.5 + 0.5) * ambiance; +        } +        amb_da += (da*da*0.5+0.5) * ambiance;          amb_da = min(amb_da, 1.0f - lit);          col.rgb += amb_da * 0.5 * light_col * diffuse; @@ -370,7 +374,7 @@ vec3 post_spec = col.rgb;      vec3 prelight_linearish_maybe = col.rgb; - #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w, 1.0); + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w * 0.5, 1.0);          LIGHT_LOOP(1)          LIGHT_LOOP(2) | 
