From f9c0b021ea1a695c0d5d4042981045fe265e7918 Mon Sep 17 00:00:00 2001
From: Graham Linden <graham@lindenlab.com>
Date: Tue, 9 Apr 2019 13:02:58 -0700
Subject: [PATCH] SL-5186

Fix falloff on projectors in forward rendering (different falloff calcs than deferred).
---
 .../shaders/class1/deferred/alphaF.glsl          | 10 +++++-----
 .../shaders/class1/deferred/materialF.glsl       | 16 ++++++++++------
 indra/newview/pipeline.cpp                       |  2 +-
 3 files changed, 16 insertions(+), 12 deletions(-)

diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 4b99592dbbe..4fe0d1351d6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -92,8 +92,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
     float d = length(lv);
     float da = 1.0;
     vec3 col = vec3(0);
-
-    if (d > 0.0 && fa > 0.0)
+    if (d > 0.0)
     {
         //normalize light vector
         lv = normalize(lv);
@@ -103,8 +102,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
         da = clamp(da, 0.0, 1.0);
  
         //distance attenuation
-        float dist = d/la;
-        float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+        float dist = (la > 0) ? d/la : 1.0f;
+        fa += 1.0f;
+        float dist_atten = (fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;
         dist_atten *= dist_atten;
         dist_atten *= 2.0f;
 
@@ -230,7 +230,7 @@ vec3 post_diffuse = color.rgb;
 
 vec3 prelight_linearish_maybe = color.rgb;
 
-   #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);
+   #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);
 
     LIGHT_LOOP(1)
     LIGHT_LOOP(2)
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 8c5a0ef2974..6d7162b5a2c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -95,14 +95,15 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
 
     vec3 col = vec3(0,0,0);
 
-    if (d > 0.0 && la > 0.0 && fa > 0.0)
+    if (d > 0.0)
     {
         //normalize light vector
         lv = normalize(lv);
     
         //distance attenuation
-        float dist = d/la;
-        float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+        float dist = (la > 0) ? d/la : 1.0f;
+        fa += 1.0f;
+        float dist_atten = ( fa > 0) ? clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0) : 1.0f;
         dist_atten *= dist_atten;
         dist_atten *= 2.0f;
 
@@ -121,8 +122,11 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
         col = light_col*lit*diffuse*shadow;
         
         float amb_da = ambiance;
-        amb_da += (da*0.5+0.5) * (1.0 - shadow) * ambiance;
-        amb_da += (da*da*0.5 + 0.5) * (1.0 - shadow) * ambiance;
+        if (da > 0)
+        {
+            amb_da += (da*0.5 + 0.5) * ambiance;
+        }
+        amb_da += (da*da*0.5+0.5) * ambiance;
         amb_da = min(amb_da, 1.0f - lit);
 
         col.rgb += amb_da * 0.5 * light_col * diffuse;
@@ -370,7 +374,7 @@ vec3 post_spec = col.rgb;
 
     vec3 prelight_linearish_maybe = col.rgb;
 
- #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);
+ #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);
 
         LIGHT_LOOP(1)
         LIGHT_LOOP(2)
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index 7139788c189..27b280a4a87 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -6321,7 +6321,7 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)
 			{
 				F32 size = light_radius*1.5f;
 				light_state->setLinearAttenuation(size);
-				light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f+1.f);
+				light_state->setQuadraticAttenuation(light->getLightFalloff()*0.5f);
 			}
 			else
 			{
-- 
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