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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl16
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl20
4 files changed, 26 insertions, 22 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
index 521ad33059..699a9c0276 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl
@@ -97,13 +97,16 @@ void main()
for (int light_idx = 0; light_idx < LIGHT_COUNT; ++light_idx)
{
vec3 lightColor = light_col[ light_idx ].rgb;
+ float falloff = light_col[ light_idx ].a;
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);
+ float dist = lightDist / lightSize;
+ float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff);
+ vec3 intensity = dist_atten * 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);
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index f8655ccf3b..09a8dbd4f1 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -135,14 +135,7 @@ void main()
vec3 n;
vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity);
- float fa = falloff+1.0;
- float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
- if (dist_atten <= 0.0)
- {
- discard;
- }
+ float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff);
lv = proj_origin-pos.xyz;
vec3 h, l, v = -normalize(pos);
@@ -169,6 +162,13 @@ void main()
}
else
{
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
+ if (dist_atten <= 0.0)
+ {
+ discard;
+ }
+
float noise = texture2D(noiseMap, tc/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index 5d9b4bc877..defd577266 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -88,6 +88,9 @@ void main()
float nh, nl, nv, vh, lightDist;
calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
+ float dist = lightDist / size;
+ float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff);
+
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
vec3 colorDiffuse = vec3(0);
@@ -101,7 +104,7 @@ void main()
if (nl > 0.0 || nv > 0.0)
{
- vec3 intensity = getLightIntensityPoint(color, size, lightDist);
+ vec3 intensity = dist_atten * 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);
}
@@ -126,8 +129,6 @@ void main()
discard;
}
- float fa = falloff+1.0;
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
dist_atten *= dist_atten;
dist_atten *= 2.0;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 300e3b8e76..72ae733622 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -132,17 +132,9 @@ void main()
vec3 n;
vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity); // need `norm.w` for GET_GBUFFER_FLAG()
- float fa = falloff+1.0;
- float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
- dist_atten *= dist_atten;
- dist_atten *= 2.0;
+ float dist_atten = 1.0 - (dist + falloff)/(1.0 + falloff);
- if (dist_atten <= 0.0)
- {
- discard;
- }
-
- lv = proj_origin-pos.xyz;
+ lv = proj_origin-pos.xyz; // NOTE: Re-using lv
vec3 h, l, v = -normalize(pos);
float nh, nl, nv, vh, lightDist;
calcHalfVectors(lv, n, v, h, l, nh, nl, nv, vh, lightDist);
@@ -166,6 +158,14 @@ void main()
}
else
{
+ dist_atten *= dist_atten;
+ dist_atten *= 2.0;
+
+ if (dist_atten <= 0.0)
+ {
+ discard;
+ }
+
float noise = texture2D(noiseMap, tc/128.0).b;
if (proj_tc.z > 0.0 &&
proj_tc.x < 1.0 &&