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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl16
-rw-r--r--indra/newview/pipeline.cpp2
3 files changed, 16 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 4b99592dbb..4fe0d1351d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -92,8 +92,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
float d = length(lv);
float da = 1.0;
vec3 col = vec3(0);
-
- if (d > 0.0 && fa > 0.0)
+ if (d > 0.0)
{
//normalize light vector
lv = normalize(lv);
@@ -103,8 +102,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
da = clamp(da, 0.0, 1.0);
//distance attenuation
- float dist = d/la;
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ float dist = (la > 0) ? d/la : 1.0f;
+ fa += 1.0f;
+ float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;
dist_atten *= dist_atten;
dist_atten *= 2.0f;
@@ -230,7 +230,7 @@ vec3 post_diffuse = color.rgb;
vec3 prelight_linearish_maybe = color.rgb;
- #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, 1.0);
+ #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, light_attenuation[i].w * 0.5, 1.0);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 8c5a0ef297..6d7162b5a2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -95,14 +95,15 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
vec3 col = vec3(0,0,0);
- if (d > 0.0 && la > 0.0 && fa > 0.0)
+ if (d > 0.0)
{
//normalize light vector
lv = normalize(lv);
//distance attenuation
- float dist = d/la;
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ float dist = (la > 0) ? d/la : 1.0f;
+ fa += 1.0f;
+ float dist_atten = ( fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;
dist_atten *= dist_atten;
dist_atten *= 2.0f;
@@ -121,8 +122,11 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
col = light_col*lit*diffuse*shadow;
float amb_da = ambiance;
- amb_da += (da*0.5+0.5) * (1.0 - shadow) * ambiance;
- amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance;
+ if (da > 0)
+ {
+ amb_da += (da*0.5 + 0.5) * ambiance;
+ }
+ amb_da += (da*da*0.5+0.5) * ambiance;
amb_da = min(amb_da, 1.0f - lit);
col.rgb += amb_da * 0.5 * light_col * diffuse;
@@ -370,7 +374,7 @@ vec3 post_spec = col.rgb;
vec3 prelight_linearish_maybe = col.rgb;
- #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w, 1.0);
+ #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w * 0.5, 1.0);
LIGHT_LOOP(1)
LIGHT_LOOP(2)
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 7139788c18..27b280a4a8 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -6321,7 +6321,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
{
F32 size = light_radius*1.5f;
light_state->setLinearAttenuation(size);
- light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f);
+ light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f);
}
else
{