SL-5186
Fix falloff on projectors in forward rendering (different falloff calcs than deferred).meow-7.2.2
parent
07739f5d74
commit
f9c0b021ea
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@ -92,8 +92,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
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float d = length(lv);
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float da = 1.0;
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vec3 col = vec3(0);
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if (d > 0.0 && fa > 0.0)
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if (d > 0.0)
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{
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//normalize light vector
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lv = normalize(lv);
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@ -103,8 +102,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
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da = clamp(da, 0.0, 1.0);
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//distance attenuation
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float dist = d/la;
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float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
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float dist = (la > 0) ? d/la : 1.0f;
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fa += 1.0f;
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float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;
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dist_atten *= dist_atten;
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dist_atten *= 2.0f;
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@ -230,7 +230,7 @@ vec3 post_diffuse = color.rgb;
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vec3 prelight_linearish_maybe = color.rgb;
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#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, 1.0);
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#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 * 0.5, 1.0);
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LIGHT_LOOP(1)
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LIGHT_LOOP(2)
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@ -95,14 +95,15 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
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vec3 col = vec3(0,0,0);
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if (d > 0.0 && la > 0.0 && fa > 0.0)
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if (d > 0.0)
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{
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//normalize light vector
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lv = normalize(lv);
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//distance attenuation
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float dist = d/la;
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float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
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float dist = (la > 0) ? d/la : 1.0f;
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fa += 1.0f;
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float dist_atten = ( fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;
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dist_atten *= dist_atten;
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dist_atten *= 2.0f;
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@ -121,8 +122,11 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
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col = light_col*lit*diffuse*shadow;
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float amb_da = ambiance;
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amb_da += (da*0.5+0.5) * (1.0 - shadow) * ambiance;
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amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance;
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if (da > 0)
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{
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amb_da += (da*0.5 + 0.5) * ambiance;
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}
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amb_da += (da*da*0.5+0.5) * ambiance;
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amb_da = min(amb_da, 1.0f - lit);
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col.rgb += amb_da * 0.5 * light_col * diffuse;
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@ -370,7 +374,7 @@ vec3 post_spec = col.rgb;
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vec3 prelight_linearish_maybe = col.rgb;
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#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w, 1.0);
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#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w * 0.5, 1.0);
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LIGHT_LOOP(1)
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LIGHT_LOOP(2)
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@ -6321,7 +6321,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
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{
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F32 size = light_radius*1.5f;
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light_state->setLinearAttenuation(size);
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light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f);
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light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f);
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}
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else
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{
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