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JennaHuntsman
XDG Integration
Commits
6851c65b
Commit
6851c65b
authored
1 year ago
by
Rye Mutt
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parent
a4696160
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2 merge requests
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,
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Rebase onto current main branch
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2 changed files
indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+1
-3
1 addition, 3 deletions
.../newview/app_settings/shaders/class2/deferred/alphaF.glsl
indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+1
-3
1 addition, 3 deletions
...wview/app_settings/shaders/class3/deferred/materialF.glsl
with
2 additions
and
6 deletions
indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+
1
−
3
View file @
6851c65b
...
...
@@ -78,8 +78,6 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
float
getAmbientClamp
();
float
calcLegacyDistanceAttenuation
(
float
distance
,
float
falloff
);
void
sampleReflectionProbesLegacy
(
inout
vec3
ambenv
,
inout
vec3
glossenv
,
inout
vec3
legacyenv
,
vec2
tc
,
vec3
pos
,
vec3
norm
,
float
glossiness
,
float
envIntensity
,
bool
transparent
,
vec3
amblit_linear
);
...
...
@@ -128,7 +126,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
lv
=
normalize
(
lv
);
//distance attenuation
float
dist_atten
=
c
alcLegacyDistanceAttenuation
(
dist
,
fa
);
float
dist_atten
=
c
lamp
(
1
.
0
-
(
dist
-
1
.
0
*
(
1
.
0
-
fa
))
/
fa
,
0
.
0
,
1
.
0
);
dist_atten
*=
dist_atten
;
dist_atten
*=
2
.
0
f
;
...
...
This diff is collapsed.
Click to expand it.
indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+
1
−
3
View file @
6851c65b
...
...
@@ -53,8 +53,6 @@ out vec4 frag_color;
float
sampleDirectionalShadow
(
vec3
pos
,
vec3
norm
,
vec2
pos_screen
);
#endif
float
calcLegacyDistanceAttenuation
(
float
distance
,
float
falloff
);
void
sampleReflectionProbesLegacy
(
inout
vec3
ambenv
,
inout
vec3
glossenv
,
inout
vec3
legacyenv
,
vec2
tc
,
vec3
pos
,
vec3
norm
,
float
glossiness
,
float
envIntensity
,
bool
transparent
,
vec3
amblit_linear
);
void
applyGlossEnv
(
inout
vec3
color
,
vec3
glossenv
,
vec4
spec
,
vec3
pos
,
vec3
norm
);
...
...
@@ -113,7 +111,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
lv
=
normalize
(
lv
);
//distance attenuation
float
dist_atten
=
c
alcLegacyDistanceAttenuation
(
dist
,
fa
);
float
dist_atten
=
c
lamp
(
1
.
0
-
(
dist
-
1
.
0
*
(
1
.
0
-
fa
))
/
fa
,
0
.
0
,
1
.
0
);
dist_atten
*=
dist_atten
;
dist_atten
*=
2
.
0
f
;
...
...
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