From ab634a764bef6eb61ffb76db5659253b06c37d5e Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 10 Oct 2018 22:11:01 +0100 Subject: Remove some unused atmospherics helpers and forward declarations of unused helper funcs. --- indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl | 1 - 1 file changed, 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index dadff40933..b5dcd2eba2 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -30,7 +30,6 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_direction[8]; -- cgit v1.2.3 From 8c1aefc17c710b55ed7a72bd9de14cbed58ccd31 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 6 Nov 2018 16:38:06 +0000 Subject: Remove scaleDownLight funcs and eliminate unused copy-pasted funcs in lighting shaders. Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on). --- .../app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl | 2 -- indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl | 2 -- 2 files changed, 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index e043ac873e..7870d0516f 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -29,7 +29,6 @@ vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); -vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_attenuation[8]; @@ -52,7 +51,6 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb); col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb); col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb); - col.rgb = scaleDownLight(col.rgb); // Add windlight lights col.rgb += atmosAmbient(baseCol.rgb); diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index b5dcd2eba2..9842d9ba93 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -29,7 +29,6 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); -vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_direction[8]; @@ -50,7 +49,6 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) 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 = scaleDownLight(col.rgb); // Add windlight lights col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); -- cgit v1.2.3 From a49e2b604e6b505e083e24b10e39053196d917c1 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 12 Nov 2018 15:54:53 -0800 Subject: SL-10044 SL-10045 Fix class 1 and 2 transport/gamma funcs and made usage consistent across all shaders. Fix class1\environment\waterV reverting to old d1/d2 names for wave directions. --- .../app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl | 2 ++ 1 file changed, 2 insertions(+) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index 7870d0516f..e043ac873e 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -29,6 +29,7 @@ vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); +vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_attenuation[8]; @@ -51,6 +52,7 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb); col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb); col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb); + col.rgb = scaleDownLight(col.rgb); // Add windlight lights col.rgb += atmosAmbient(baseCol.rgb); -- cgit v1.2.3 From 1a6f54cb5ede03f7e7d0b24f7eb45081adf0464e Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 19 Mar 2019 15:02:13 -0700 Subject: SL-10764 Fix lighting issues when using shaders, but not ALM. Shader code cleanup (remove do nothing functions only in one file). Fix obsolete comment to refer to correct storage for projector ambiance. --- indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 9842d9ba93..5302b05043 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -32,7 +32,7 @@ vec3 atmosAffectDirectionalLight(float lightIntensity); 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]; vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) -- cgit v1.2.3 From 721df1f942ba7c5d78c7f974ed564aac431844f7 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 19 Mar 2019 15:29:31 -0700 Subject: SL-10764 Fix the light_atten decsl for specular lighting too. --- .../app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index e043ac873e..ce5855646c 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -32,7 +32,7 @@ vec3 atmosGetDiffuseSunlightColor(); vec3 scaleDownLight(vec3 light); uniform vec4 light_position[8]; -uniform vec3 light_attenuation[8]; +uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) -- cgit v1.2.3 From edf8ba6e5ff0fc2b5ef55219c82af7b0f20437d9 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 20 Mar 2019 13:07:21 -0700 Subject: SL-10449 Fix name of attenuation setter used. Fix flipped light vec. Make class3 lights use shadows on projector ambiance too. --- indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') 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); -- cgit v1.2.3 From b757c932929ce60e035b5d69a351f495a77b9f9d Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 22 Mar 2019 14:35:31 -0700 Subject: Make class3 light sum loop use light_diffuse[0] for sunlight_color instead of atmosAffectDirectionalLight with sunlight_color that isn't updated correctly. --- .../shaders/class3/lighting/sumLightsV.glsl | 47 +++++++++++++--------- 1 file changed, 27 insertions(+), 20 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 7cd0d505f9..c410caa967 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -29,6 +29,8 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light); +vec3 scaleUpLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_direction[8]; @@ -37,25 +39,30 @@ uniform vec3 light_diffuse[8]; vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { - vec4 col = vec4(0.0, 0.0, 0.0, color.a); - - // Collect normal lights (need to be divided by two, as we later multiply by 2) - - // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z); - 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_direction[1].xyz); - - // Add windlight lights - col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_direction[0].xyz)); - col.rgb += atmosAmbient(baseLight.rgb); - - col.rgb = min(col.rgb*color.rgb, 1.0); - - return col; + vec4 col = vec4(0.0, 0.0, 0.0, color.a); + + // Collect normal lights (need to be divided by two, as we later multiply by 2) + + // Collect normal lights + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); + col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); + col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z); + 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); + + + // Add windlight lights + float l = calcDirectionalLight(norm, light_position[0].xyz); + + // using light_diffuse[0] instead of WL func as it is set to the same value for these shaders anyway + // when lights are sync'd + col.rgb += l * light_diffuse[0].rgb; + col.rgb = scaleDownLight(col.rgb); + + col.rgb += atmosAmbient(baseLight.rgb); + col.rgb = min(col.rgb*color.rgb, 1.0); + return col; } -- cgit v1.2.3 From 3dd5942776a8e3755fa75e01661b343972affbf9 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 19 Apr 2019 07:44:18 -0700 Subject: Add directory names to sentinels in shaders so shaders with same filename can be differentiated in nSight while debugging. --- .../app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl | 2 +- indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl | 2 +- 2 files changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index ce5855646c..6d4192ab13 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -1,5 +1,5 @@ /** - * @file sumLightsV.glsl + * @file class3\lighting\sumLightsSpecularV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index c410caa967..21e8263623 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -1,5 +1,5 @@ /** - * @file sumLightsV.glsl + * @file class3\lighing\sumLightsV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code -- cgit v1.2.3 From 9723bd8be2b710fa089f3404056c01f4dc55e6ac Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 22 Apr 2019 10:54:52 -0700 Subject: SL-10856 Restore light sum loops to fix broken ambient. --- .../shaders/class3/lighting/lightV.glsl | 37 +++++++++++++++++ .../shaders/class3/lighting/sumLightsV.glsl | 47 ++++++++++------------ 2 files changed, 58 insertions(+), 26 deletions(-) create mode 100644 indra/newview/app_settings/shaders/class3/lighting/lightV.glsl (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl new file mode 100644 index 0000000000..b19f4e96ca --- /dev/null +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -0,0 +1,37 @@ +/** + * @file class3\lighting\lightV.glsl + * + * $LicenseInfo:firstyear=2007&license=viewerlgpl$ + * Second Life Viewer Source Code + * Copyright (C) 2007, Linden Research, Inc. + * + * This library is free software; you can redistribute it and/or + * modify it under the terms of the GNU Lesser General Public + * License as published by the Free Software Foundation; + * version 2.1 of the License only. + * + * This library is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU + * Lesser General Public License for more details. + * + * You should have received a copy of the GNU Lesser General Public + * License along with this library; if not, write to the Free Software + * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA + * + * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA + * $/LicenseInfo$ + */ + + + +// All lights, no specular highlights + +vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight); +vec3 atmosAmbient(vec3 c); +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) +{ + vec4 l = sumLights(pos, norm, color, baseLight); + return l; +} + diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 21e8263623..097889039d 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -30,7 +30,6 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); -vec3 scaleUpLight(vec3 light); uniform vec4 light_position[8]; uniform vec3 light_direction[8]; @@ -39,30 +38,26 @@ uniform vec3 light_diffuse[8]; vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { - vec4 col = vec4(0.0, 0.0, 0.0, color.a); - - // Collect normal lights (need to be divided by two, as we later multiply by 2) - - // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z); - 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); - - - // Add windlight lights - float l = calcDirectionalLight(norm, light_position[0].xyz); - - // using light_diffuse[0] instead of WL func as it is set to the same value for these shaders anyway - // when lights are sync'd - col.rgb += l * light_diffuse[0].rgb; - col.rgb = scaleDownLight(col.rgb); - - col.rgb += atmosAmbient(baseLight.rgb); - col.rgb = min(col.rgb*color.rgb, 1.0); - return col; + vec4 col = vec4(0.0, 0.0, 0.0, color.a); + + // Collect normal lights (need to be divided by two, as we later multiply by 2) + + // Collect normal lights + col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); + col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); + col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z); + 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_direction[1].xyz); + col.rgb = scaleDownLight(col.grb); + + // Add windlight lights + col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_direction[0].xyz)); + col.rgb += atmosAmbient(baseLight.rgb); + + col.rgb = min(col.rgb*color.rgb, 1.0); + + return col; } -- cgit v1.2.3 From 4ed05fc84fce0fbee76c583e91feed5aff2dbbfc Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 25 Apr 2019 10:59:00 -0700 Subject: Fix dark ALM and strangeness at Mid lighting (class 3 but with a darkness about it). Make a distinct class3/lighting/lightV which boosts to WL levels (* 2.0) and make lighting without WL atmo enabled use class 2 or below. Make forward shaders (alpha and materialF with alpha-blend mode on) more consistent with deferred lighting. --- indra/newview/app_settings/shaders/class3/lighting/lightV.glsl | 5 ++--- 1 file changed, 2 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index b19f4e96ca..efe7f69f21 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -28,10 +28,9 @@ // All lights, no specular highlights vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight); -vec3 atmosAmbient(vec3 c); + vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) { - vec4 l = sumLights(pos, norm, color, baseLight); - return l; + return sumLights(pos, norm, color, baseLight) * 2.0f; } -- cgit v1.2.3 From f133be068a4aa23c02c47348f5c7d4a28e1d5c37 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 26 Apr 2019 16:02:21 -0700 Subject: Lighting WIP Consistency across class2/3/ALM lighting. --- .../app_settings/shaders/class3/lighting/lightV.glsl | 10 ++++++---- .../shaders/class3/lighting/sumLightsSpecularV.glsl | 8 ++++---- .../app_settings/shaders/class3/lighting/sumLightsV.glsl | 13 +++++-------- 3 files changed, 15 insertions(+), 16 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index efe7f69f21..372992fab2 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -26,11 +26,13 @@ // All lights, no specular highlights +vec3 atmosAmbient(); +vec4 sumLights(vec3 pos, vec3 norm, vec4 color); -vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight); - -vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) +vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { - return sumLights(pos, norm, color, baseLight) * 2.0f; + vec4 c = sumLights(pos, norm, color * 2.0); + c.rgb += atmosAmbient() * color.rgb * 0.5; + return c; } diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index 6d4192ab13..c1aee69c30 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -26,7 +26,7 @@ float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da); vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3 l, float r, float pw, vec3 lightCol); -vec3 atmosAmbient(vec3 light); +vec3 atmosAmbient(); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 atmosGetDiffuseSunlightColor(); vec3 scaleDownLight(vec3 light); @@ -35,7 +35,7 @@ uniform vec4 light_position[8]; uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; -vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol) +vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor) { vec4 col = vec4(0.0, 0.0, 0.0, color.a); @@ -55,8 +55,8 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor col.rgb = scaleDownLight(col.rgb); // Add windlight lights - col.rgb += atmosAmbient(baseCol.rgb); - col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0)); + col.rgb += atmosAmbient(); + col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor(), 1.0)); col.rgb = min(col.rgb*color.rgb, 1.0); specularColor.rgb = min(specularColor.rgb*specularSum.rgb, 1.0); diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 097889039d..81da6688c2 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -1,5 +1,5 @@ /** - * @file class3\lighing\sumLightsV.glsl + * @file class3\lighting\sumLightsV.glsl * * $LicenseInfo:firstyear=2005&license=viewerlgpl$ * Second Life Viewer Source Code @@ -27,7 +27,6 @@ float calcDirectionalLight(vec3 n, vec3 l); float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); -vec3 atmosAmbient(vec3 light); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); @@ -36,7 +35,7 @@ uniform vec3 light_direction[8]; uniform vec4 light_attenuation[8]; uniform vec3 light_diffuse[8]; -vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) +vec4 sumLights(vec3 pos, vec3 norm, vec4 color) { vec4 col = vec4(0.0, 0.0, 0.0, color.a); @@ -49,13 +48,11 @@ 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_direction[1].xyz); - col.rgb = scaleDownLight(col.grb); + col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); + col.rgb = scaleDownLight(col.rgb); // Add windlight lights - col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_direction[0].xyz)); - col.rgb += atmosAmbient(baseLight.rgb); - + col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); col.rgb = min(col.rgb*color.rgb, 1.0); return col; -- cgit v1.2.3 From 0f83696585b8810c24d535432716215caf0c21e9 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 29 Apr 2019 11:11:05 -0700 Subject: SL-10956, SL-10969 Don't ignore far z in culling. Fix Mid lighting being very dark. Partial fix for broken projectors with forward rendering. --- indra/newview/app_settings/shaders/class3/lighting/lightV.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 372992fab2..1ac0ad8948 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -31,8 +31,8 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { - vec4 c = sumLights(pos, norm, color * 2.0); - c.rgb += atmosAmbient() * color.rgb * 0.5; - return c; + vec4 c = sumLights(pos, norm, color); + c.rgb += atmosAmbient() * color.rgb; + return c * 2.0; } -- cgit v1.2.3 From bfce96d684d5d056061ce16a36daba9a2bd0aa9d Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 30 Apr 2019 10:04:20 -0700 Subject: SL-10856 Remove ambient clamp to keep shadows dark. Partial fix for class 3 ambient term being wrong. --- indra/newview/app_settings/shaders/class3/lighting/lightV.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 1ac0ad8948..f5428077fa 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -31,8 +31,8 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { - vec4 c = sumLights(pos, norm, color); - c.rgb += atmosAmbient() * color.rgb; - return c * 2.0; + vec4 c = sumLights(pos, norm, color) * 2.0; + c.rgb += atmosAmbient() * color.rgb * 0.5; + return c; } -- cgit v1.2.3 From c4032528aff8ef1938e897ec583bbf25a3e713e1 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 2 May 2019 13:49:35 -0700 Subject: Roll back sRGB decode changes from contrib for now. Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra. --- indra/newview/app_settings/shaders/class3/lighting/lightV.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index f5428077fa..69267621a3 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -31,8 +31,8 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { - vec4 c = sumLights(pos, norm, color) * 2.0; - c.rgb += atmosAmbient() * color.rgb * 0.5; - return c; + vec4 c = sumLights(pos, norm, color * 2.0); + c.rgb += atmosAmbient() * color.rgb; + return c * 2.0; } -- cgit v1.2.3 From a1e8042c1f2f1ab0ed5b6040535348974e659556 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 7 May 2019 15:36:43 -0700 Subject: SL-11055, SL-10966, SL-11087 Make haze look more like WL. Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting. --- indra/newview/app_settings/shaders/class3/lighting/lightV.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 69267621a3..48c883d98a 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -31,8 +31,8 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { - vec4 c = sumLights(pos, norm, color * 2.0); + vec4 c = sumLights(pos, norm, color); c.rgb += atmosAmbient() * color.rgb; - return c * 2.0; + return c; } -- cgit v1.2.3 From b143aa96fcd6d16558464c98bcfd9984f7d29750 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 13 May 2019 15:33:48 -0700 Subject: SL-10856 Modify calc of sunlight to avoid clipping in gamma correct on values outside 0-1 range. Modify shaders to put back ambient clamp tuned to be close to ambient contrib in low/mid lighting. --- indra/newview/app_settings/shaders/class3/lighting/lightV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 48c883d98a..2f64ab25cb 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -32,7 +32,7 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { vec4 c = sumLights(pos, norm, color); - c.rgb += atmosAmbient() * color.rgb; + c.rgb += atmosAmbient() * color.rgb * 0.25; return c; } -- cgit v1.2.3 From b3c0218a31b9d7dd699cf3944bbcfc35e9adbd49 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 16 May 2019 14:14:02 -0700 Subject: Revert lighting changes for 10856 causing knock-on. --- indra/newview/app_settings/shaders/class3/lighting/lightV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 2f64ab25cb..48c883d98a 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -32,7 +32,7 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { vec4 c = sumLights(pos, norm, color); - c.rgb += atmosAmbient() * color.rgb * 0.25; + c.rgb += atmosAmbient() * color.rgb; return c; } -- cgit v1.2.3 From e9dbee00262a437e4b3f971b37ea636e92032133 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 21 May 2019 16:00:45 -0700 Subject: SL-11238 Fix ambient light inputs to the renderer. Fix 3rd sky shader w/ mistaken density mod conversion. Make ambient clamp apply to all modes. Tune ALM ambient clamp to match non-ALM. --- indra/newview/app_settings/shaders/class3/lighting/lightV.glsl | 3 ++- 1 file changed, 2 insertions(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 48c883d98a..effe4c5971 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -28,11 +28,12 @@ // All lights, no specular highlights vec3 atmosAmbient(); vec4 sumLights(vec3 pos, vec3 norm, vec4 color); +float getAmbientClamp(); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { vec4 c = sumLights(pos, norm, color); - c.rgb += atmosAmbient() * color.rgb; + c.rgb += atmosAmbient() * color.rgb * getAmbientClamp(); return c; } -- cgit v1.2.3 From d0a0eede63fdbd4ba597b86cbfbeb5b394ed2395 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 23 May 2019 09:58:33 -0700 Subject: Add render debug controls for forcing disable of ambient, sun, and local light contributions (engages AMBIENT_KILL, SUNLIGHT_KILL, and LOCAL_LIGHT_KILL defines in shaders to accomplish those tasks as required by each render mode). --- indra/newview/app_settings/shaders/class3/lighting/lightV.glsl | 4 ++++ indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl | 7 +++++++ 2 files changed, 11 insertions(+) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index effe4c5971..eca8515212 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -33,7 +33,11 @@ float getAmbientClamp(); vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) { vec4 c = sumLights(pos, norm, color); + +#if !defined(AMBIENT_KILL) c.rgb += atmosAmbient() * color.rgb * getAmbientClamp(); +#endif + return c; } diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 81da6688c2..38dd850296 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -51,8 +51,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color) col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); col.rgb = scaleDownLight(col.rgb); +#if defined(LOCAL_LIGHT_KILL) + col.rgb = vec3(0); +#endif + // Add windlight lights +#if !defined(SUNLIGHT_KILL) col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); +#endif + col.rgb = min(col.rgb*color.rgb, 1.0); return col; -- cgit v1.2.3 From 3d9bd0fb8291ad3de4aaa20100149bd45680538b Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Tue, 28 May 2019 14:36:00 -0700 Subject: SL-10969, SL-11073 Modify forward projector lighting to use falloff like the deferred lights. Make tex cache not evaluate evictions for size during validation passes. --- .../app_settings/shaders/class3/lighting/sumLightsV.glsl | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index 38dd850296..4b663dd5b2 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -25,7 +25,7 @@ float calcDirectionalLight(vec3 n, vec3 l); -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight); +float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight); vec3 atmosAffectDirectionalLight(float lightIntensity); vec3 scaleDownLight(vec3 light); @@ -42,12 +42,12 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color) // Collect normal lights (need to be divided by two, as we later multiply by 2) // Collect normal lights - col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z); - col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z); - col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].z); - 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[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].y, light_attenuation[2].z); + col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].y, light_attenuation[3].z); + col.rgb += light_diffuse[4].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[4], light_direction[4], light_attenuation[4].x, light_attenuation[4].y, light_attenuation[4].z); + col.rgb += light_diffuse[5].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[5], light_direction[5], light_attenuation[5].x, light_attenuation[5].y, 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].y, 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].y, light_attenuation[7].z); col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); col.rgb = scaleDownLight(col.rgb); -- cgit v1.2.3 From 2f2cf6d855e1e5977ef0ed3583238636e890220a Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Wed, 29 May 2019 15:57:24 -0700 Subject: SL-10969 Modify ambient handling and forward projector lighting again to stamp out alpha fires. --- indra/newview/app_settings/shaders/class3/lighting/lightV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index eca8515212..6918ac3b8c 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -35,7 +35,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) vec4 c = sumLights(pos, norm, color); #if !defined(AMBIENT_KILL) - c.rgb += atmosAmbient() * color.rgb * getAmbientClamp(); + c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp(); #endif return c; -- cgit v1.2.3 From 49eae58bd0d1eceda18a3997454beb15a5e27cbd Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Thu, 6 Jun 2019 16:32:55 -0700 Subject: SL-10969 More tweaking ambient light. --- indra/newview/app_settings/shaders/class3/lighting/lightV.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 6918ac3b8c..cba87a1db7 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -35,9 +35,9 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) vec4 c = sumLights(pos, norm, color); #if !defined(AMBIENT_KILL) - c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp(); + c.rgb += atmosAmbient() * color.rgb * 2.0 * getAmbientClamp(); #endif - - return c; + + return c; } -- cgit v1.2.3 From b79d0d2fdd047636598cbc9b088c3d4a10a84460 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 10 Jun 2019 09:15:35 -0700 Subject: SL-10969, SL-11051 Make fullbright alpha mask with mask cutoff == 0 not generate shadows. Adjust handling of ambient across forward and deferred again. --- indra/newview/app_settings/shaders/class3/lighting/lightV.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class3/lighting') diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index cba87a1db7..30ad493331 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -35,7 +35,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color) vec4 c = sumLights(pos, norm, color); #if !defined(AMBIENT_KILL) - c.rgb += atmosAmbient() * color.rgb * 2.0 * getAmbientClamp(); + c.rgb += atmosAmbient() * color.rgb * getAmbientClamp(); #endif return c; -- cgit v1.2.3