commit
db01f4bb2b
|
|
@ -1151,7 +1151,7 @@ void LLRender::syncLightState()
|
|||
|
||||
LLVector4 position[8];
|
||||
LLVector3 direction[8];
|
||||
LLVector3 attenuation[8];
|
||||
LLVector4 attenuation[8];
|
||||
LLVector3 diffuse[8];
|
||||
|
||||
for (U32 i = 0; i < 8; i++)
|
||||
|
|
@ -1160,13 +1160,13 @@ void LLRender::syncLightState()
|
|||
|
||||
position[i] = light->mPosition;
|
||||
direction[i] = light->mSpotDirection;
|
||||
attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[3]);
|
||||
attenuation[i].set(light->mLinearAtten, light->mQuadraticAtten, light->mSpecular.mV[2], light->mSpecular.mV[3]);
|
||||
diffuse[i].set(light->mDiffuse.mV);
|
||||
}
|
||||
|
||||
shader->uniform4fv(LLShaderMgr::LIGHT_POSITION, 8, position[0].mV);
|
||||
shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV);
|
||||
shader->uniform3fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
|
||||
shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
|
||||
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
|
||||
shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
|
||||
//HACK -- duplicate sunlight color for compatibility with drivers that can't deal with multiple shader objects referencing the same uniform
|
||||
|
|
|
|||
|
|
@ -63,7 +63,7 @@ uniform vec2 screen_res;
|
|||
|
||||
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];
|
||||
|
||||
#ifdef WATER_FOG
|
||||
|
|
@ -79,7 +79,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
|
|||
|
||||
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
|
||||
|
||||
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
|
||||
vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance)
|
||||
{
|
||||
//get light vector
|
||||
vec3 lv = lp.xyz-v;
|
||||
|
|
@ -91,13 +91,16 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
|
|||
|
||||
vec3 col = vec3(0);
|
||||
|
||||
if (d > 0.0 && la > 0.0 && fa > 0.0)
|
||||
if (d > 0.0 && fa > 0.0)
|
||||
{
|
||||
//normalize light vector
|
||||
lv = normalize(lv);
|
||||
|
||||
vec3 norm = normalize(n);
|
||||
|
||||
da = max(0.0, dot(norm, lv));
|
||||
|
||||
//distance attenuation
|
||||
float dist = d/la;
|
||||
float dist = d;
|
||||
float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
|
||||
dist_atten *= dist_atten;
|
||||
dist_atten *= 2.0;
|
||||
|
|
@ -106,17 +109,17 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
|
|||
float spot = max(dot(-ln, lv), is_pointlight);
|
||||
da *= spot*spot; // GL_SPOT_EXPONENT=2
|
||||
|
||||
//angular attenuation
|
||||
da *= max(dot(n, lv), 0.0);
|
||||
|
||||
float lit = max(da * dist_atten,0.0);
|
||||
|
||||
col = light_col * lit * diffuse;
|
||||
float amb_da = (da*da*0.5 + 0.5) * ambiance;
|
||||
amb_da *= dist_atten;
|
||||
amb_da = min(amb_da, 1.0f - lit);
|
||||
|
||||
col.rgb += amb_da * light_col * diffuse;
|
||||
// no spec for alpha shader...
|
||||
}
|
||||
|
||||
return max(col, vec3(0.0,0.0,0.0));
|
||||
col = max(col, vec3(0));
|
||||
return col;
|
||||
}
|
||||
|
||||
void main()
|
||||
|
|
@ -199,7 +202,7 @@ void main()
|
|||
|
||||
vec4 light = vec4(0,0,0,0);
|
||||
|
||||
#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);
|
||||
#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);
|
||||
|
||||
LIGHT_LOOP(1)
|
||||
LIGHT_LOOP(2)
|
||||
|
|
|
|||
|
|
@ -57,5 +57,7 @@ void main()
|
|||
frag_data[0] = c;
|
||||
frag_data[1] = vec4(0.0f);
|
||||
frag_data[2] = vec4(0.0, 1.0, 0.0, 1.0);
|
||||
|
||||
gl_FragDepth = 0.9997f;
|
||||
}
|
||||
|
||||
|
|
|
|||
|
|
@ -6482,7 +6482,9 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
|
|||
light_state->setSpotCutoff(90.f);
|
||||
light_state->setSpotExponent(2.f);
|
||||
|
||||
const LLColor4 specular(0.f, 0.f, 0.f, 0.f);
|
||||
LLVector3 spotParams = light->getSpotLightParams();
|
||||
|
||||
const LLColor4 specular(0.f, 0.f, 0.f, spotParams[2]);
|
||||
light_state->setSpecular(specular);
|
||||
}
|
||||
else // omnidirectional (point) light
|
||||
|
|
@ -6491,8 +6493,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
|
|||
light_state->setSpotCutoff(180.f);
|
||||
|
||||
// we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight
|
||||
const LLColor4 specular(0.f, 0.f, 0.f, 1.f);
|
||||
light_state->setSpecular(specular);
|
||||
const LLColor4 specular(0.f, 0.f, 1.f, 0.f);
|
||||
light_state->setSpecular(specular);
|
||||
}
|
||||
cur_light++;
|
||||
if (cur_light >= 8)
|
||||
|
|
|
|||
Loading…
Reference in New Issue