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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl6
2 files changed, 21 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
index d4e82cebf3..513b748f5f 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -88,6 +88,24 @@ void main()
vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+ vec3 c_diff, reflect0, reflect90;
+ float alphaRough, specWeight;
+ initMaterial( diffuse, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
+
+ for (int light_idx = 0; light_idx < LIGHT_COUNT; ++light_idx)
+ {
+ vec3 lightColor = light_col[ light_idx ].rgb;
+ float lightSize = light [ light_idx ].w;
+ vec3 lv =(light [ light_idx ].xyz - pos);
+ calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
+
+ if (nl > 0.0 || nv > 0.0)
+ {
+ vec3 intensity = getLightIntensityPoint(lightColor, lightSize, lightDist);
+ colorDiffuse += intensity * nl * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
+ colorSpec += intensity * nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
+ }
+ }
final_color = colorDiffuse + colorSpec;
}
else
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index ddfbafd739..8886abb7d1 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -99,9 +99,9 @@ void main()
if (nl > 0.0 || nv > 0.0)
{
- vec3 intensity = size * color;
- colorDiffuse += intensity * nl * BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh );
- colorSpec += intensity * nl * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh );
+ vec3 intensity = getLightIntensityPoint(color, size, lightDist);
+ colorDiffuse += intensity * nl * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
+ colorSpec += intensity * nl * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
}
final_color = colorDiffuse + colorSpec;