SH-1427 Fix for spot lights not working properly on alpha objects, and fix for alpha lighting of point lights not matching deferred lights.
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18e7f1bffd
commit
e02f007d20
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@ -997,7 +997,7 @@ void LLLightState::setSpotDirection(const LLVector3& direction)
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const glh::matrix4f& mat = gGL.getModelviewMatrix();
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mat.mult_matrix_dir(dir);
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mSpotDirection.set(direction);
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mSpotDirection.set(dir.v);
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}
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}
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@ -61,17 +61,17 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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float d = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv *= 1.0/d;
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d*d/(la*la);
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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@ -79,7 +79,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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da *= max(dot(n, lv), 0.0);
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}
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return da;
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@ -70,17 +70,17 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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float d = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv *= 1.0/d;
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d*d/(la*la);
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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@ -88,7 +88,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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da *= max(dot(n, lv), 0.0);
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}
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return da;
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@ -123,7 +123,6 @@ void main()
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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);
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vary_pointlight_col = col.rgb*diffuse_color.rgb;
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col.rgb = vec3(0,0,0);
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// Add windlight lights
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@ -65,17 +65,17 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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float d = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv *= 1.0/d;
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d*d/(la*la);
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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@ -83,7 +83,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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da *= max(dot(n, lv), 0.0);
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}
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return da;
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@ -63,21 +63,21 @@ uniform vec3 light_diffuse[8];
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float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
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{
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//get light vector
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//get light vector
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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float d = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv *= 1.0/d;
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d*d/(la*la);
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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@ -85,7 +85,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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da *= max(dot(n, lv), 0.0);
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}
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return da;
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@ -69,17 +69,17 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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float d = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv *= 1.0/d;
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d*d/(la*la);
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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@ -87,7 +87,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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da *= max(dot(n, lv), 0.0);
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}
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return da;
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@ -66,17 +66,17 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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vec3 lv = lp.xyz-v;
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//get distance
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float d = length(lv);
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float d = dot(lv,lv);
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float da = 0.0;
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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{
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//normalize light vector
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lv *= 1.0/d;
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lv = normalize(lv);
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//distance attenuation
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float dist2 = d*d/(la*la);
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float dist2 = d/la;
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da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
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// spotlight coefficient.
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@ -84,7 +84,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
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da *= spot*spot; // GL_SPOT_EXPONENT=2
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//angular attenuation
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da *= calcDirectionalLight(n, lv);
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da *= max(dot(n, lv), 0.0);
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}
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return da;
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@ -5297,7 +5297,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
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light_state->setConstantAttenuation(0.f);
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if (sRenderDeferred)
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{
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light_state->setLinearAttenuation(light_radius*1.5f);
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F32 size = light_radius*1.5f;
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light_state->setLinearAttenuation(size*size);
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light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f);
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}
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else
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@ -5319,7 +5320,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
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light_state->setSpotCutoff(90.f);
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light_state->setSpotExponent(2.f);
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light_state->setSpecular(LLColor4::black);
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const LLColor4 specular(0.f, 0.f, 0.f, 0.f);
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light_state->setSpecular(specular);
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}
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else // omnidirectional (point) light
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{
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