diff options
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 679d3dacca..c7c241b76e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -30,7 +30,7 @@ #define DEBUG_ANY_LIGHT_TYPE 0 // Output red light cone #define DEBUG_PBR_LIGHT_TYPE 0 // Output PBR objects in red #define DEBUG_LEG_LIGHT_TYPE 0 // Show Legacy objects in red -#define DEBUG_POINT_ZERO 0 // Output zero for spotlight +#define DEBUG_POINT_ZERO 0 // Output zero for point lights #ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; @@ -113,11 +113,10 @@ void main() vec3 lv =(light [ light_idx ].xyz - pos); calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist); - if (nl > 0.0) + float dist = lightDist / lightSize; + if (dist <= 1.0 && nl > 0.0) { - float dist = lightDist / lightSize; float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); - vec3 intensity = dist_atten * nl * lightColor; colorDiffuse += intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); colorSpec += intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); |