diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl | 28 |
1 files changed, 17 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index d5448a1d31..2762a35403 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -28,32 +28,38 @@ float calcDirectionalLight(vec3 n, vec3 l) { - float a = max(dot(n,normalize(l)),0.0); + float a = max(dot(n,l),0.0); return a; } - -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight) +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; //get distance - float d = length(lv); + float dist = length(lv); + + if (dist > la) + { + return 0; + } //normalize light vector - lv *= 1.0/d; - - //distance attenuation - float da = clamp(1.0/(la * d), 0.0, 1.0); - + lv = normalize(lv); + + fa += 1.0; + float dist_atten = min(1.0 - (dist-1.0*(1.0 - fa))/fa, 1.0); + + float da = max(dot(n, lv), 0.0); + // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation - da *= calcDirectionalLight(n, lv); + da *= dist_atten; - return da; + return da; } |