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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl16
2 files changed, 23 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 7dc2fb4cc0..241857dd92 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -96,12 +96,12 @@ 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 > la)
{
return col;
}
- /* clip to projector bounds
+ clip to projector bounds
vec4 proj_tc = proj_mat * lp;
if (proj_tc.z < 0
@@ -116,15 +116,15 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
if (dist > 0.0 && la > 0.0)
{
- dist /= la;
+ dist /= la;
//normalize light vector
lv = normalize(lv);
//distance attenuation
+ fa += 1.0f;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
- //dist_atten *= 2.0f;
if (dist_atten <= 0.0)
{
@@ -137,10 +137,11 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
//angular attenuation
da *= dot(n, lv);
+ da = max(0.0, da);
float lit = 0.0f;
- float amb_da = ambiance;
+ float amb_da = 0.0;//ambiance;
if (da > 0)
{
lit = max(da * dist_atten,0.0);
@@ -151,7 +152,8 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
- col.rgb += amb_da * light_col * diffuse;
+ // SL-10969 ... need to work out why this blows out in many setups...
+ //col.rgb += amb_da * light_col * diffuse;
// no spec for alpha shader...
}
@@ -174,13 +176,14 @@ void main()
#endif
#ifdef USE_DIFFUSE_TEX
- vec4 diffuse_srgb = texture2D(diffuseMap,vary_texcoord0.xy);
+ vec4 diffuse_tap = texture2D(diffuseMap,vary_texcoord0.xy);
#endif
#ifdef USE_INDEXED_TEX
- vec4 diffuse_srgb = diffuseLookup(vary_texcoord0.xy);
+ vec4 diffuse_tap = diffuseLookup(vary_texcoord0.xy);
#endif
+ vec4 diffuse_srgb = diffuse_tap;
vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
#ifdef FOR_IMPOSTOR
@@ -205,7 +208,6 @@ void main()
#ifdef USE_VERTEX_COLOR
float final_alpha = diffuse_linear.a * vertex_color.a;
- diffuse_srgb.rgb *= vertex_color.rgb;
diffuse_linear.rgb *= vertex_color.rgb;
#else
float final_alpha = diffuse_linear.a;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 571d0dd17a..8ebb2f44d3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -117,6 +117,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
lv = normalize(lv);
//distance attenuation
+ fa += 1.0f;
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
//dist_atten *= 2.0f;
@@ -136,7 +137,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
float lit = 0.0f;
float amb_da = ambiance;
- if (da > 0)
+ if (da >= 0)
{
lit = max(da * dist_atten,0.0);
col = lit * light_col * diffuse;
@@ -146,7 +147,8 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
amb_da *= dist_atten;
amb_da = min(amb_da, 1.0f - lit);
- col.rgb += amb_da * light_col * diffuse;
+ // SL-10969 need to see why these are blown out
+ //col.rgb += amb_da * light_col * diffuse;
if (spec.a > 0.0)
{
@@ -225,8 +227,14 @@ void main()
vec2 pos_screen = vary_texcoord0.xy;
vec4 diffuse_tap = texture2D(diffuseMap, vary_texcoord0.xy);
+
+#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
+ vec4 diffuse_srgb = diffuse_tap;
+ vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
+#else
vec4 diffuse_linear = diffuse_tap;
- vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_tap.a);
+ vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
+#endif
#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_MASK)
if (diffuse_linear.a < minimum_alpha)
@@ -338,7 +346,7 @@ vec3 post_ambient = color.rgb;
vec3 post_sunlight = color.rgb;
- color.rgb *= diffuse_linear.rgb;
+ color.rgb *= diffuse_srgb.rgb;
vec3 post_diffuse = color.rgb;