From 35ed9dd2986aac6471a9c089bad6ff6062e34177 Mon Sep 17 00:00:00 2001
From: Tofu Linden <tofu.linden@lindenlab.com>
Date: Fri, 29 Jan 2010 00:31:39 -0800
Subject: [PATCH] Don't scale windlight lights up just to scale them down again
 later.  avoid this with rearrangement.

not tested.
---
 .../shaders/class1/deferred/alphaV.glsl            | 10 ++++------
 .../shaders/class1/deferred/avatarAlphaV.glsl      | 10 ++++------
 .../shaders/class2/deferred/alphaV.glsl            | 10 ++++------
 .../shaders/class2/deferred/avatarAlphaV.glsl      | 10 ++++------
 .../shaders/class3/lighting/sumLightsV.glsl        | 14 +++++---------
 5 files changed, 21 insertions(+), 33 deletions(-)

diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 91793a29d3d..cb0d7b797b2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -41,12 +41,7 @@ void main()
 	calcAtmospherics(pos.xyz);
 
 	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col;
-	col.a = gl_Color.a;
-	
-	// Add windlight lights
-	col.rgb = atmosAmbient(vec3(0.));
-	col.rgb = scaleUpLight(col.rgb);
+	vec4 col(0.0, 0.0, 0.0, gl_Color.a);
 
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
@@ -58,6 +53,9 @@ void main()
 	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
 	col.rgb = scaleDownLight(col.rgb);
 	
+	// Add windlight lights
+	col.rgb += atmosAmbient(vec3(0.));
+	
 	vary_light = gl_LightSource[0].position.xyz;
 	
 	vary_ambient = col.rgb*gl_Color.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
index e36564df108..e34f6ba5524 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/avatarAlphaV.glsl
@@ -47,12 +47,7 @@ void main()
 	calcAtmospherics(pos.xyz);
 
 	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col;
-	col.a = gl_Color.a;
-	
-	// Add windlight lights
-	col.rgb = atmosAmbient(vec3(0.));
-	col.rgb = scaleUpLight(col.rgb);
+	vec4 col(0.0, 0.0, 0.0, gl_Color.a);
 
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
@@ -64,6 +59,9 @@ void main()
 	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
 	col.rgb = scaleDownLight(col.rgb);
 	
+	// Add windlight lights
+	col.rgb += atmosAmbient(vec3(0.));
+	
 	vary_ambient = col.rgb*gl_Color.rgb;
 	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
 	
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
index eec655e3dfe..05a32578c16 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl
@@ -42,12 +42,7 @@ void main()
 	calcAtmospherics(pos.xyz);
 
 	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col;
-	col.a = gl_Color.a;
-	
-	// Add windlight lights
-	col.rgb = atmosAmbient(vec3(0.));
-	col.rgb = scaleUpLight(col.rgb);
+	vec4 col(0.0, 0.0, 0.0, gl_Color.a);
 
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
@@ -59,6 +54,9 @@ void main()
 	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
 	col.rgb = scaleDownLight(col.rgb);
 	
+	// Add windlight lights
+	col.rgb += atmosAmbient(vec3(0.));
+	
 	vary_light = gl_LightSource[0].position.xyz;
 	
 	vary_ambient = col.rgb*gl_Color.rgb;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 488bd677e10..d63baeb9131 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -53,12 +53,7 @@ void main()
 	calcAtmospherics(pos.xyz);
 
 	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.));
-	vec4 col;
-	col.a = gl_Color.a;
-	
-	// Add windlight lights
-	col.rgb = atmosAmbient(vec3(0.));
-	col.rgb = scaleUpLight(col.rgb);
+	vec4 col(0.0, 0.0, 0.0, gl_Color.a);
 
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
@@ -70,6 +65,9 @@ void main()
 	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
 	col.rgb = scaleDownLight(col.rgb);
 	
+	// Add windlight lights
+	col.rgb += atmosAmbient(vec3(0.));
+	
 	vary_ambient = col.rgb*gl_Color.rgb;
 	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a)));
 	
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 0fdfdf2ddea..371d6b526c7 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -15,16 +15,9 @@ vec3 scaleUpLight(vec3 light);
 
 vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
 {
-	vec4 col;
-	col.a = color.a;
+	vec4 col(0.0, 0.0, 0.0, color.a);
 	
-	// Add windlight lights
-	col.rgb = atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
-	col.rgb += atmosAmbient(baseLight.rgb);
-	col.rgb = scaleUpLight(col.rgb);
-
 	// Collect normal lights (need to be divided by two, as we later multiply by 2)
-
 	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a);
 	col.rgb += gl_LightSource[3].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a);
 	col.rgb += gl_LightSource[4].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);
@@ -33,7 +26,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
 	col.rgb += gl_LightSource[7].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[7].position, gl_LightSource[7].spotDirection.xyz, gl_LightSource[7].linearAttenuation, gl_LightSource[7].specular.a);
 	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);
 	col.rgb = scaleDownLight(col.rgb);
-				
+
+	// Add windlight lights
+	col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, gl_LightSource[0].position.xyz));
+	col.rgb += atmosAmbient(baseLight.rgb);
 
 	col.rgb = min(col.rgb*color.rgb, 1.0);
 	
-- 
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