summaryrefslogtreecommitdiff
path: root/indra
diff options
context:
space:
mode:
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl4
5 files changed, 7 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index f1ada39854..8891315e15 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -29,7 +29,7 @@ ATTRIBUTE vec3 position;
uniform vec2 screen_res;
-void setAttenuation(vec3 c);
+void setAtmosAttenuation(vec3 c);
void setAdditiveColor(vec3 c);
VARYING vec2 vary_fragcoord;
@@ -39,7 +39,7 @@ void main()
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
// appease OSX GLSL compiler/linker by touching all the varyings we said we would
- setAttenuation(vec3(1));
+ setAtmosAttenuation(vec3(1));
setAdditiveColor(vec3(0));
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index dd14192ad6..a9288b3df6 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -52,7 +52,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
- da *= calcDirectionalLight(n, -lv);
+ da *= calcDirectionalLight(n, lv);
return da;
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
index 72bccc5627..0c113282b5 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl
@@ -228,7 +228,7 @@ void main()
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
- amb_da += (da*da*0.5+0.5)*proj_ambiance;
+ amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance;
amb_da *= dist_atten * noise;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 3b2b0d5718..00b276f585 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -227,7 +227,7 @@ void main()
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
vec4 amb_plcol = texture2DLodAmbient(projectionMap, proj_tc.xy, proj_lod);
- amb_da += (da*da*0.5+0.5)*proj_ambiance;
+ amb_da += (da*da*0.5+0.5)*(1.0-shadow)*proj_ambiance;
amb_da *= dist_atten * noise;
@@ -261,9 +261,6 @@ void main()
}
}
-
-
-
if (envIntensity > 0.0)
{
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 5302b05043..7cd0d505f9 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -48,10 +48,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
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);
+ col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_direction[1].xyz);
// Add windlight lights
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_direction[0].xyz));
col.rgb += atmosAmbient(baseLight.rgb);
col.rgb = min(col.rgb*color.rgb, 1.0);