From 3c37658c02a2cf4b257203a9bc68246c5ac4042a Mon Sep 17 00:00:00 2001
From: Graham Linden <graham@lindenlab.com>
Date: Thu, 23 May 2019 11:16:23 -0700
Subject: Re-enable projector ambiance for forward alpha objects.

Undo attenuation hacks and balance with deferred path projector lighting.
---
 indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl    | 5 +----
 indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 4 +---
 2 files changed, 2 insertions(+), 7 deletions(-)

(limited to 'indra/newview')

diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 4a12659d56..cd0494dc67 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -91,8 +91,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
 	//get light vector
 	vec3 lv = lp.xyz-v;
 
-la /= 20.0f;
-
 	//get distance
 	float d = length(lv);
 	
@@ -109,7 +107,7 @@ la /= 20.0f;
 		float dist = d/la;
 		float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
 		dist_atten *= dist_atten;
-        dist_atten *= 2.0f;
+        //dist_atten *= 2.0f;
 
 		// spotlight coefficient.
 		float spot = max(dot(-ln, lv), is_pointlight);
@@ -120,7 +118,6 @@ la /= 20.0f;
 
 		float lit = max(da * dist_atten,0.0);
 
-ambiance = 0.0f;
         float amb_da = ambiance;
         if (lit > 0)
         {
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 1c0516923e..b599b6d2fc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -90,8 +90,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
 {
 	vec3 col = vec3(0);
 
-la /= 20.0f;
-
 	//get light vector
 	vec3 lv = lp.xyz-v;
 	
@@ -121,7 +119,7 @@ la /= 20.0f;
 		float dist = d/la;
 		float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
 		dist_atten *= dist_atten;
-        dist_atten *= 2.0f;
+        //dist_atten *= 2.0f;
 
 		// spotlight coefficient.
 		float spot = max(dot(-ln, lv), is_pointlight);
-- 
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