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-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl47
1 files changed, 27 insertions, 20 deletions
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 7cd0d505f9..c410caa967 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -29,6 +29,8 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);
+vec3 scaleDownLight(vec3 light);
+vec3 scaleUpLight(vec3 light);
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
@@ -37,25 +39,30 @@ uniform vec3 light_diffuse[8];
vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
{
- vec4 col = vec4(0.0, 0.0, 0.0, color.a);
-
- // Collect normal lights (need to be divided by two, as we later multiply by 2)
-
- // Collect normal lights
- col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
- col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
- col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z);
- col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].z);
- col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z);
- col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z);
- col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_direction[1].xyz);
-
- // Add windlight lights
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_direction[0].xyz));
- col.rgb += atmosAmbient(baseLight.rgb);
-
- col.rgb = min(col.rgb*color.rgb, 1.0);
-
- return col;
+ vec4 col = vec4(0.0, 0.0, 0.0, color.a);
+
+ // Collect normal lights (need to be divided by two, as we later multiply by 2)
+
+ // Collect normal lights
+ col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
+ col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
+ col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z);
+ col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].z);
+ col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z);
+ col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z);
+ col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
+
+
+ // Add windlight lights
+ float l = calcDirectionalLight(norm, light_position[0].xyz);
+
+ // using light_diffuse[0] instead of WL func as it is set to the same value for these shaders anyway
+ // when lights are sync'd
+ col.rgb += l * light_diffuse[0].rgb;
+ col.rgb = scaleDownLight(col.rgb);
+
+ col.rgb += atmosAmbient(baseLight.rgb);
+ col.rgb = min(col.rgb*color.rgb, 1.0);
+ return col;
}