From f7bff299f1a243e8c5bfdc2b98ea3c7b549778f1 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 30 May 2019 15:58:51 -0700 Subject: SL-11330 Put back atten for non-ALM lighting that accounts for inverted lin atten setup of yore. --- .../shaders/class1/lighting/lightFuncV.glsl | 21 +++++++-------------- 1 file changed, 7 insertions(+), 14 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index 2762a35403..45701002b8 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -38,27 +38,20 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa vec3 lv = lp.xyz-v; //get distance - float dist = length(lv); - - if (dist > la) - { - return 0; - } + float d = length(lv); //normalize light vector - lv = normalize(lv); - - fa += 1.0; - float dist_atten = min(1.0 - (dist-1.0*(1.0 - fa))/fa, 1.0); - - float da = max(dot(n, lv), 0.0); - + lv *= 1.0/d; + + //distance attenuation + float da = clamp(1.0/(la * d), 0.0, 1.0); + // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); da *= spot*spot; // GL_SPOT_EXPONENT=2 //angular attenuation - da *= dist_atten; + da *= calcDirectionalLight(n, lv); return da; } -- cgit v1.2.3