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-rw-r--r--indra/llrender/llrender.cpp6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl27
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl2
-rw-r--r--indra/newview/pipeline.cpp8
4 files changed, 25 insertions, 18 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 5733a18f47..173444f708 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1151,7 +1151,7 @@ void LLRender::syncLightState()
LLVector4 position[8];
LLVector3 direction[8];
- LLVector3 attenuation[8];
+ LLVector4 attenuation[8];
LLVector3 diffuse[8];
for (U32 i = 0; i < 8; i++)
@@ -1160,13 +1160,13 @@ void LLRender::syncLightState()
position[i] = light->mPosition;
direction[i] = light->mSpotDirection;
- attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[3]);
+ attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]);
diffuse[i].set(light->mDiffuse.mV);
}
shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV);
- shader->uniform3fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
+ shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
//HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index f1b7a1312f..772859576f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -63,7 +63,7 @@ uniform vec2 screen_res;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8];
+uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
#ifdef WATER_FOG
@@ -79,7 +79,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
+vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
{
//get light vector
vec3 lv = lp.xyz-v;
@@ -91,13 +91,16 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
vec3 col = vec3(0);
- if (d > 0.0 && la > 0.0 && fa > 0.0)
+ if (d > 0.0 && fa > 0.0)
{
//normalize light vector
lv = normalize(lv);
-
+ vec3 norm = normalize(n);
+
+ da = max(0.0, dot(norm, lv));
+
//distance attenuation
- float dist = d/la;
+ float dist = d;
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;
@@ -106,17 +109,17 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
float spot = max(dot(-ln, lv), is_pointlight);
da *= spot*spot; // GL_SPOT_EXPONENT=2
- //angular attenuation
- da *= max(dot(n, lv), 0.0);
-
float lit = max(da * dist_atten,0.0);
- col = light_col * lit * diffuse;
+ float amb_da = (da*da*0.5 + 0.5) * ambiance;
+ amb_da *= dist_atten;
+ amb_da = min(amb_da, 1.0f - lit);
+ col.rgb += amb_da * light_col * diffuse;
// no spec for alpha shader...
}
-
- return max(col, vec3(0.0,0.0,0.0));
+ col = max(col, vec3(0));
+ return col;
}
void main()
@@ -199,7 +202,7 @@ void main()
vec4 light = vec4(0,0,0,0);
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+ #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
index c66f3f62b2..5bb2020971 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
@@ -57,5 +57,7 @@ void main()
frag_data[0] = c;
frag_data[1] = vec4(0.0f);
frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
+
+ gl_FragDepth = 0.9997f;
}
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 73e2bd5ec0..82c59282d5 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -6482,7 +6482,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
light_state->setSpotCutoff(90.f);
light_state->setSpotExponent(2.f);
- const LLColor4 specular(0.f, 0.f, 0.f, 0.f);
+ LLVector3 spotParams = light->getSpotLightParams();
+
+ const LLColor4 specular(0.f, 0.f, 0.f, spotParams[2]);
light_state->setSpecular(specular);
}
else // omnidirectional (point) light
@@ -6491,8 +6493,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
light_state->setSpotCutoff(180.f);
// we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
- const LLColor4 specular(0.f, 0.f, 0.f, 1.f);
- light_state->setSpecular(specular);
+ const LLColor4 specular(0.f, 0.f, 1.f, 0.f);
+ light_state->setSpecular(specular);
}
cur_light++;
if (cur_light >= 8)