diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -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, 5 insertions, 21 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index d3a05c34c0..dc484317e9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -86,14 +86,6 @@ 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 @@ -103,7 +95,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec  	float dist = length(lv);  	float da = 1.0; -    /*if (dist > inverted_la) +    /*if (dist > la)      {          return col;      } @@ -121,9 +113,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec          return col;      }*/ -	if (dist > 0.0 && inverted_la > 0.0) +	if (dist > 0.0 && la > 0.0)  	{ -        dist /= inverted_la; +        dist /= 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 02d83925ea..e1f7031af6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -91,14 +91,6 @@ 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 @@ -108,9 +100,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe      float dist = length(lv);      float da = 1.0; -    dist /= inverted_la; +    dist /= la; -    if (dist > 0.0 && inverted_la > 0.0) +    if (dist > 0.0 && la > 0.0)      {          //normalize light vector          lv = normalize(lv); | 
