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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl8
-rw-r--r--indra/newview/lldrawpoolalpha.cpp8
-rw-r--r--indra/newview/llviewershadermgr.cpp1
3 files changed, 13 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
index 1533d1dcb0..bde015d109 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -105,7 +105,7 @@ uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlpha
// See: LLRender::syncLightState()
uniform vec4 light_position[8];
uniform vec3 light_direction[8]; // spot direction
-uniform vec4 light_attenuation[8]; // linear, quadratic, ?, ?
+uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState()
uniform vec3 light_diffuse[8];
vec2 encode_normal(vec3 n);
@@ -128,8 +128,9 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 l
vec3 hue_to_rgb(float hue);
// lp = light position
-// la = light radius
+// la = linear attenuation, light radius
// fa = falloff
+// See: LLRender::syncLightState()
vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 c_diff,
vec3 lightColor, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln,
float la, float fa, float is_pointlight, float ambiance)
@@ -309,11 +310,10 @@ irradiance = vec3(amblit);
#endif
}
vec3 col = colorDiffuse + colorEmissive + colorSpec;
-
vec3 light = vec3(0);
// Punctual lights
-#define LIGHT_LOOP(i) light += scol * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(light_diffuse[i].rgb), albedo.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w );
+#define LIGHT_LOOP(i) light += srgb_to_linear(vec3(scol)) * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(2.2*light_diffuse[i].rgb), albedo.rgb, pos.xyz, n, 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/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 3d456d069f..ee085a65c2 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -83,6 +83,11 @@ void LLDrawPoolAlpha::prerender()
// TODO: is this even necessay? These are probably set to never discard
LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(1024.f*1024.f);
LLViewerFetchedTexture::sWhiteImagep->addTextureStats(1024.f * 1024.f);
+
+ if (LLPipeline::sRenderPBR)
+ {
+ gPipeline.setupHWLights(NULL);
+ }
}
S32 LLDrawPoolAlpha::getNumPostDeferredPasses()
@@ -657,6 +662,9 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
target_shader->uniform1f(LLShaderMgr::ROUGHNESS_FACTOR, params.mGLTFMaterial->mRoughnessFactor);
target_shader->uniform1f(LLShaderMgr::METALLIC_FACTOR, params.mGLTFMaterial->mMetallicFactor);
target_shader->uniform3fv(LLShaderMgr::EMISSIVE_COLOR, 1, params.mGLTFMaterial->mEmissiveColor.mV);
+
+ target_shader->mLightHash = 0;
+ gGL.syncLightState(); // Set light uniforms
}
else
{
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index 142d929188..391cfab5c0 100644
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1688,6 +1688,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
llassert(success);
// Alpha Shader Hack
+ // See: LLRender::syncMatrices()
shader->mFeatures.calculatesLighting = true;
shader->mFeatures.hasLighting = true;
}