From d6b4124fb96768aad8840490efa31d9b800cb3ea Mon Sep 17 00:00:00 2001
From: Graham Linden <graham@lindenlab.com>
Date: Wed, 24 Jul 2013 11:21:40 -0700
Subject: [PATCH] NORSPEC-311 WIP move to per-pixel alpha lighting and make
 spot/point calcs match more closely

---
 .../shaders/class1/deferred/alphaF.glsl       | 285 +++++++++++++++---
 .../shaders/class1/deferred/alphaV.glsl       | 103 +------
 .../shaders/class1/deferred/materialF.glsl    |   9 +-
 .../class1/deferred/multiSpotLightF.glsl      |   2 +-
 .../shaders/class1/deferred/pointLightF.glsl  |   2 +-
 .../shaders/class1/deferred/spotLightF.glsl   |   2 +-
 .../class2/deferred/multiSpotLightF.glsl      |   2 +-
 .../shaders/class2/deferred/spotLightF.glsl   |   2 +-
 indra/newview/llviewershadermgr.cpp           |  15 -
 9 files changed, 256 insertions(+), 166 deletions(-)

diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index ea6d22d9c2a..f4298d2bdef 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -36,6 +36,24 @@ out vec4 frag_color;
 #endif
 
 uniform float display_gamma;
+uniform vec4 gamma;
+uniform vec4 lightnorm;
+uniform vec4 sunlight_color;
+uniform vec4 ambient;
+uniform vec4 blue_horizon;
+uniform vec4 blue_density;
+uniform float haze_horizon;
+uniform float haze_density;
+uniform float cloud_shadow;
+uniform float density_multiplier;
+uniform float distance_multiplier;
+uniform float max_y;
+uniform vec4 glow;
+uniform float scene_light_strength;
+uniform mat3 env_mat;
+uniform mat3 ssao_effect_mat;
+
+uniform vec3 sun_dir;
 
 #if HAS_SHADOW
 uniform sampler2DShadow shadowMap0;
@@ -55,29 +73,26 @@ uniform float shadow_bias;
 uniform sampler2D diffuseMap;
 #endif
 
-vec3 atmosLighting(vec3 light);
-vec3 scaleSoftClip(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
 VARYING vec3 vary_fragcoord;
 VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-VARYING vec3 vary_pointlight_col_linear;
 VARYING vec2 vary_texcoord0;
 VARYING vec3 vary_norm;
-
-#ifdef USE_VERTEX_COLOR
 VARYING vec4 vertex_color;
-#endif
+
+vec3 vary_PositionEye;
+vec3 vary_SunlitColor;
+vec3 vary_AmblitColor;
+vec3 vary_AdditiveColor;
+vec3 vary_AtmosAttenuation;
+
+uniform mat4 inv_proj;
+uniform vec2 screen_res;
 
 uniform vec4 light_position[8];
 uniform vec3 light_direction[8];
 uniform vec3 light_attenuation[8]; 
 uniform vec3 light_diffuse[8];
 
-uniform vec2 screen_res;
-
 vec3 calcDirectionalLight(vec3 n, vec3 l)
 {
 	float a = max(dot(n,l),0.0);
@@ -191,6 +206,192 @@ vec4 applyWaterFogDeferred(vec3 pos, vec4 color)
 }
 #endif
 
+vec3 getSunlitColor()
+{
+	return vary_SunlitColor;
+}
+vec3 getAmblitColor()
+{
+	return vary_AmblitColor;
+}
+vec3 getAdditiveColor()
+{
+	return vary_AdditiveColor;
+}
+vec3 getAtmosAttenuation()
+{
+	return vary_AtmosAttenuation;
+}
+
+void setPositionEye(vec3 v)
+{
+	vary_PositionEye = v;
+}
+
+void setSunlitColor(vec3 v)
+{
+	vary_SunlitColor = v;
+}
+
+void setAmblitColor(vec3 v)
+{
+	vary_AmblitColor = v;
+}
+
+void setAdditiveColor(vec3 v)
+{
+	vary_AdditiveColor = v;
+}
+
+void setAtmosAttenuation(vec3 v)
+{
+	vary_AtmosAttenuation = v;
+}
+
+void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+
+	vec3 P = inPositionEye;
+	setPositionEye(P);
+	
+	vec3 tmpLightnorm = lightnorm.xyz;
+
+	vec3 Pn = normalize(P);
+	float Plen = length(P);
+
+	vec4 temp1 = vec4(0);
+	vec3 temp2 = vec3(0);
+	vec4 blue_weight;
+	vec4 haze_weight;
+	vec4 sunlight = sunlight_color;
+	vec4 light_atten;
+
+	//sunlight attenuation effect (hue and brightness) due to atmosphere
+	//this is used later for sunlight modulation at various altitudes
+	light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+		//I had thought blue_density and haze_density should have equal weighting,
+		//but attenuation due to haze_density tends to seem too strong
+
+	temp1 = blue_density + vec4(haze_density);
+	blue_weight = blue_density / temp1;
+	haze_weight = vec4(haze_density) / temp1;
+
+	//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
+	temp2.y = max(0.0, tmpLightnorm.y);
+	temp2.y = 1. / temp2.y;
+	sunlight *= exp( - light_atten * temp2.y);
+
+	// main atmospheric scattering line integral
+	temp2.z = Plen * density_multiplier;
+
+	// Transparency (-> temp1)
+	// ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
+	// compiler gets confused.
+	temp1 = exp(-temp1 * temp2.z * distance_multiplier);
+
+	//final atmosphere attenuation factor
+	setAtmosAttenuation(temp1.rgb);
+	
+	//compute haze glow
+	//(can use temp2.x as temp because we haven't used it yet)
+	temp2.x = dot(Pn, tmpLightnorm.xyz);
+	temp2.x = 1. - temp2.x;
+		//temp2.x is 0 at the sun and increases away from sun
+	temp2.x = max(temp2.x, .03);	//was glow.y
+		//set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
+	temp2.x *= glow.x;
+		//higher glow.x gives dimmer glow (because next step is 1 / "angle")
+	temp2.x = pow(temp2.x, glow.z);
+		//glow.z should be negative, so we're doing a sort of (1 / "angle") function
+
+	//add "minimum anti-solar illumination"
+	temp2.x += .25;
+	
+	//increase ambient when there are more clouds
+	vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
+	
+	/*  decrease value and saturation (that in HSV, not HSL) for occluded areas
+	 * // for HSV color/geometry used here, see http://gimp-savvy.com/BOOK/index.html?node52.html
+	 * // The following line of code performs the equivalent of:
+	 * float ambAlpha = tmpAmbient.a;
+	 * float ambValue = dot(vec3(tmpAmbient), vec3(0.577)); // projection onto <1/rt(3), 1/rt(3), 1/rt(3)>, the neutral white-black axis
+	 * vec3 ambHueSat = vec3(tmpAmbient) - vec3(ambValue);
+	 * tmpAmbient = vec4(RenderSSAOEffect.valueFactor * vec3(ambValue) + RenderSSAOEffect.saturationFactor *(1.0 - ambFactor) * ambHueSat, ambAlpha);
+	 */
+	tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);
+
+	//haze color
+	setAdditiveColor(
+		vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient)
+	  + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+		  + tmpAmbient)));
+
+	//brightness of surface both sunlight and ambient
+	setSunlitColor(vec3(sunlight * .5));
+	setAmblitColor(vec3(tmpAmbient * .25));
+	setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+}
+
+vec3 atmosLighting(vec3 light)
+{
+	light *= getAtmosAttenuation().r;
+	light += getAdditiveColor();
+	return (2.0 * light);
+}
+
+vec3 atmosTransport(vec3 light) {
+	light *= getAtmosAttenuation().r;
+	light += getAdditiveColor() * 2.0;
+	return light;
+}
+vec3 atmosGetDiffuseSunlightColor()
+{
+	return getSunlitColor();
+}
+
+vec3 scaleDownLight(vec3 light)
+{
+	return (light / vec3(scene_light_strength, scene_light_strength, scene_light_strength));
+}
+
+vec3 scaleUpLight(vec3 light)
+{
+	return (light * vec3(scene_light_strength, scene_light_strength, scene_light_strength));
+}
+
+vec3 atmosAmbient(vec3 light)
+{
+	return getAmblitColor() + (light * vec3(0.5f, 0.5f, 0.5f));
+}
+
+vec3 atmosAffectDirectionalLight(float lightIntensity)
+{
+	return getSunlitColor() * vec3(lightIntensity, lightIntensity, lightIntensity);
+}
+
+vec3 scaleSoftClip(vec3 light)
+{
+	//soft clip effect:
+    vec3 zeroes = vec3(0.0f, 0.0f, 0.0f);
+    vec3 ones   = vec3(1.0f, 1.0f, 1.0f);
+
+	light = ones - clamp(light, zeroes, ones);
+	light = ones - pow(light, gamma.xxx);
+
+	return light;
+}
+
+vec3 fullbrightAtmosTransport(vec3 light) {
+	float brightness = dot(light.rgb, vec3(0.33333));
+
+	return mix(atmosTransport(light.rgb), light.rgb + getAdditiveColor().rgb, brightness * brightness);
+}
+
+vec3 fullbrightScaleSoftClip(vec3 light)
+{
+	//soft clip effect:
+	return light;
+}
+
 vec3 srgb_to_linear(vec3 cs)
 {
 	
@@ -229,13 +430,15 @@ void main()
 	
 	vec4 pos = vec4(vary_position, 1.0);
 	
+	float shadow = 1.0;
 
-#if HAS_SHADOW
-	float shadow = 0.0;
+#if HAS_SHADOW	
 	vec4 spos = pos;
 		
 	if (spos.z > -shadow_clip.w)
 	{	
+		shadow = 0.0;
+
 		vec4 lpos;
 		
 		vec4 near_split = shadow_clip*-0.75;
@@ -294,7 +497,6 @@ void main()
 	{
 		shadow = 1.0;
 	}
-
 #endif
 
 #ifdef USE_INDEXED_TEX
@@ -303,36 +505,43 @@ void main()
 	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);
 #endif
 	vec4 gamma_diff = diff;
-
-	diff.rgb = srgb_to_linear(diff.rgb);
 	
-#ifdef USE_VERTEX_COLOR
-	float vertex_color_alpha = diff.a * vertex_color.a;	
-#else
-	float vertex_color_alpha = diff.a;
-#endif
+	diff.rgb = srgb_to_linear(diff.rgb);
+	diff.rgb *= vertex_color.rgb;
+
+	float final_alpha = diff.a * vertex_color.a;	
 	
-	vec3 normal = vary_norm; 
+	vec3 norm = vary_norm; 
+
+	calcAtmospherics(pos.xyz, 1.0);
 	
-	vec3 l = light_position[0].xyz;
-	vec3 dlight = calcDirectionalLight(normal, l);
-	dlight = dlight * vary_directional.rgb * vary_pointlight_col;
+	float da =dot(norm.xyz, sun_dir.xyz);
+    float final_da = da;
+          final_da = min(final_da, shadow);
+          final_da = max(final_da, final_alpha);
+          final_da = max(final_da, 0.0f);
 
-#if HAS_SHADOW
-	vec4 col = vec4(vary_ambient + dlight * shadow, vertex_color_alpha);
-#else
-	vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);
-#endif
+	vec4 color = vec4(0,0,0,0);
 
-	vec4 color = col;
+	color.rgb = atmosAmbient(color.rgb);
+	color.a   = final_alpha;
+
+	float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
+	ambient *= 0.5;
+	ambient *= ambient;
+	ambient = (1.0-ambient);
+
+	color.rgb *= ambient;
+
+	color.rgb += atmosAffectDirectionalLight(final_da);
 	color.rgb *= gamma_diff.rgb;
 
-	color.rgb = atmosLighting(color.rgb);
-	color.rgb = scaleSoftClip(color.rgb);
-	
-	col = vec4(0,0,0,0);
+	color.rgb = mix(atmosLighting(color.rgb), fullbrightAtmosTransport(color.rgb), diff.a);
+	color.rgb = mix(scaleSoftClip(color.rgb), fullbrightScaleSoftClip(color.rgb),  diff.a);
+
+	vec4 light = vec4(0,0,0,0);
 	
-   #define LIGHT_LOOP(i) col.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, normal, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
+   #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_LOOP(1)
 	LIGHT_LOOP(2)
@@ -344,7 +553,7 @@ void main()
 
 	// keep it linear
 	//
-	color.rgb = srgb_to_linear(color.rgb) + col.rgb;
+	color.rgb = srgb_to_linear(color.rgb) + light.rgb;
 
 	// ramp directly to display gamma as we're POST-deferred
 	//
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 6b5b54b863c..3696234af66 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -41,10 +41,7 @@ void passTextureIndex();
 
 ATTRIBUTE vec3 normal;
 
-#ifdef USE_VERTEX_COLOR
 ATTRIBUTE vec4 diffuse_color;
-#endif
-
 ATTRIBUTE vec2 texcoord0;
 
 #ifdef HAS_SKIN
@@ -55,78 +52,14 @@ mat4 getSkinnedTransform();
 #endif
 #endif
 
-vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseCol);
-void calcAtmospherics(vec3 inPositionEye);
-
-vec3 atmosAmbient(vec3 light);
-vec3 atmosAffectDirectionalLight(float lightIntensity);
-vec3 scaleDownLight(vec3 light);
-vec3 scaleUpLight(vec3 light);
-
-VARYING vec3 vary_ambient;
-VARYING vec3 vary_directional;
 VARYING vec3 vary_fragcoord;
 VARYING vec3 vary_position;
-VARYING vec3 vary_pointlight_col;
-VARYING vec3 vary_pointlight_col_linear;
-
-#ifdef USE_VERTEX_COLOR
 VARYING vec4 vertex_color;
-#endif
-
 VARYING vec2 vary_texcoord0;
-
 VARYING vec3 vary_norm;
 
 uniform float near_clip;
 
-uniform vec4 light_position[8];
-uniform vec3 light_direction[8];
-uniform vec3 light_attenuation[8]; 
-uniform vec3 light_diffuse[8];
-
-uniform vec3 sun_dir;
-
-vec3 srgb_to_linear(vec3 cs)
-{
-	
-/*        {  cs / 12.92,                 cs <= 0.04045
-    cl = {
-        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/
-
-	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
-}
-
-vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)
-{
-	//get light vector
-	vec3 lv = lp.xyz-v;
-	
-	//get distance
-	float d = dot(lv,lv);
-	
-	float da = 0.0;
-
-	if (d > 0.0 && la > 0.0 && fa > 0.0)
-	{
-		//normalize light vector
-		lv = normalize(lv);
-	
-		//distance attenuation
-		float dist2 = d/la;
-		da = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
-
-		// spotlight coefficient.
-		float spot = max(dot(-ln, lv), is_pointlight);
-		da *= spot*spot; // GL_SPOT_EXPONENT=2
-
-		//angular attenuation
-		da *= max(dot(n, lv), 0.0);		
-	}
-
-	return vec3(da,da,da);	
-}
-
 void main()
 {
 	vec4 pos;
@@ -179,40 +112,7 @@ void main()
 	vary_norm = norm;
 	vary_position = pos.xyz;
 
-	calcAtmospherics(pos.xyz);
-
-#ifndef USE_VERTEX_COLOR
-	vec4 diffuse_color = vec4(1,1,1,1);
-#endif
-	//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
-	vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
-	
-	vec3 diff = diffuse_color.rgb;
-
-	vary_pointlight_col = diff;
-	vary_pointlight_col_linear = srgb_to_linear(diff);
-	
-	col.rgb = vec3(0,0,0);
-
-	// Add windlight lights
-	col.rgb = atmosAmbient(col.rgb);
-	
-	float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
-	ambient *= 0.5;
-	ambient *= ambient;
-	ambient = (1.0-ambient);
-
-	col.rgb *= ambient;
-
-	vary_ambient = col.rgb*diff.rgb;
-
-	vary_directional.rgb = atmosAffectDirectionalLight(1.0f);
-	
-	col.rgb = col.rgb*diff.rgb;
-	
-#ifdef USE_VERTEX_COLOR
-	vertex_color = col;
-#endif
+	vertex_color = diffuse_color;
 	
 #ifdef HAS_SKIN
 	vary_fragcoord.xyz = frag_pos.xyz + vec3(0,0,near_clip);
@@ -228,4 +128,3 @@ void main()
 #endif
 
 }
-
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index a46fbd9516f..b8c5360486b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -538,7 +538,7 @@ void main()
 #endif
 
 #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)
-	vec3 old_diffcol = diffcol.rgb;
+	vec3 gamma_diff = diffcol.rgb;
 	diffcol.rgb = srgb_to_linear(diffcol.rgb);
 #endif
 
@@ -558,7 +558,7 @@ void main()
 			  dot(norm.xyz,vary_mat1),
 			  dot(norm.xyz,vary_mat2));
 #else
-	vec4 norm = vec4(0,0,0,1.0);
+	vec4 norm = vec4(0,1,0,1.0);
 	vec3 tnorm = vary_normal;
 #endif
 
@@ -683,8 +683,7 @@ void main()
 	col.rgb *= ambient;
 
 	col.rgb = col.rgb + atmosAffectDirectionalLight(final_da); //pow(final_da, 1.0/1.3));
-	col.rgb *= old_diffcol.rgb;
-	
+	col.rgb *= gamma_diff.rgb;
 
 	float glare = 0.0;
 
@@ -745,7 +744,6 @@ void main()
 	glare = min(glare, 1.0);
 	float al = max(diffcol.a,glare)*vertex_color.a;
 
-
 	//convert to gamma space for display on screen
 	col.rgb = linear_to_srgb(col.rgb);
 
@@ -759,7 +757,6 @@ void main()
 	frag_color.a   = al;
 
 #else
-	//final_color.rgb = old_diffcol.rgb;
 	frag_data[0] = final_color;
 	frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
 	frag_data[2] = final_normal; // XY = Normal.  Z = Env. intensity.
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 11220bfa470..3b6724479c2 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -198,7 +198,7 @@ void main()
 	
 	proj_tc.xyz /= proj_tc.w;
 	
-	float fa = falloff+1.0;
+	float fa = falloff;
 	float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
 	dist_atten *= dist_atten;
 	dist_atten *= 2.0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 106d48bd712..4ca0c35d911 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -115,7 +115,7 @@ void main()
 	float noise = texture2D(noiseMap, frag.xy/128.0).b;
 	
 	vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
-	float fa = falloff+1.0;
+	float fa = falloff;
 	float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
 	dist_atten *= dist_atten;
 	dist_atten *= 2.0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 61262c9eb5e..53732e961c8 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -201,7 +201,7 @@ void main()
 	
 	proj_tc.xyz /= proj_tc.w;
 	
-	float fa = falloff+1.0;
+	float fa = falloff;
 	float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
 	dist_atten *= dist_atten;
 	dist_atten *= 2.0;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 0aac9d77dec..4af0970726e 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -207,7 +207,7 @@ void main()
 	
 	proj_tc.xyz /= proj_tc.w;
 	
-	float fa = falloff+1.0;
+	float fa = falloff;
 	float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
 	dist_atten *= dist_atten;
 	dist_atten *= 2.0;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 17c0d26f6de..544a0a6730a 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -204,7 +204,7 @@ void main()
 	
 	proj_tc.xyz /= proj_tc.w;
 	
-	float fa = falloff+1.0;
+	float fa = falloff;
 	float dist_atten = min(1.0-(dist-1.0*(1.0-fa))/fa, 1.0);
 	dist_atten *= dist_atten;
 	dist_atten *= 2.0;
diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp
index ad29c413e5f..4a43a1255a3 100755
--- a/indra/newview/llviewershadermgr.cpp
+++ b/indra/newview/llviewershadermgr.cpp
@@ -1263,9 +1263,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredSkinnedAlphaProgram.mName = "Deferred Skinned Alpha Shader";
 		gDeferredSkinnedAlphaProgram.mFeatures.atmosphericHelpers = true;
 		gDeferredSkinnedAlphaProgram.mFeatures.hasObjectSkinning = true;
-		gDeferredSkinnedAlphaProgram.mFeatures.calculatesAtmospherics = true;
-		gDeferredSkinnedAlphaProgram.mFeatures.hasGamma = true;
-		gDeferredSkinnedAlphaProgram.mFeatures.hasAtmospherics = true;
 		gDeferredSkinnedAlphaProgram.mFeatures.calculatesLighting = false;
 		gDeferredSkinnedAlphaProgram.mFeatures.hasLighting = false;
 		gDeferredSkinnedAlphaProgram.mFeatures.isAlphaLighting = true;
@@ -1275,7 +1272,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredSkinnedAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredSkinnedAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 		gDeferredSkinnedAlphaProgram.addPermutation("USE_DIFFUSE_TEX", "1");
-		gDeferredSkinnedAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
 		gDeferredSkinnedAlphaProgram.addPermutation("HAS_SKIN", "1");
 		gDeferredSkinnedAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
 		success = gDeferredSkinnedAlphaProgram.createShader(NULL, NULL);
@@ -1508,9 +1504,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAlphaProgram.mName = "Deferred Alpha Shader";
 		gDeferredAlphaProgram.mFeatures.atmosphericHelpers = true;
 		gDeferredAlphaProgram.mFeatures.calculatesLighting = false;
-		gDeferredAlphaProgram.mFeatures.calculatesAtmospherics = true;
-		gDeferredAlphaProgram.mFeatures.hasGamma = true;
-		gDeferredAlphaProgram.mFeatures.hasAtmospherics = true;
 		gDeferredAlphaProgram.mFeatures.hasLighting = false;
 		gDeferredAlphaProgram.mFeatures.isAlphaLighting = true;
 		gDeferredAlphaProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
@@ -1527,7 +1520,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredAlphaProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredAlphaProgram.addPermutation("USE_INDEXED_TEX", "1");
-		gDeferredAlphaProgram.addPermutation("USE_VERTEX_COLOR", "1");
 		gDeferredAlphaProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
 		gDeferredAlphaProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
 
@@ -1543,9 +1535,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAlphaWaterProgram.mName = "Deferred Alpha Underwater Shader";
 		gDeferredAlphaWaterProgram.mFeatures.atmosphericHelpers = true;
 		gDeferredAlphaWaterProgram.mFeatures.calculatesLighting = false;
-		gDeferredAlphaWaterProgram.mFeatures.calculatesAtmospherics = true;
-		gDeferredAlphaWaterProgram.mFeatures.hasGamma = true;
-		gDeferredAlphaWaterProgram.mFeatures.hasAtmospherics = true;
 		gDeferredAlphaWaterProgram.mFeatures.hasLighting = false;
 		gDeferredAlphaWaterProgram.mFeatures.isAlphaLighting = true;
 		gDeferredAlphaWaterProgram.mFeatures.disableTextureIndex = true; //hack to disable auto-setup of texture channels
@@ -1562,7 +1551,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaV.glsl", GL_VERTEX_SHADER_ARB));
 		gDeferredAlphaWaterProgram.mShaderFiles.push_back(make_pair("deferred/alphaF.glsl", GL_FRAGMENT_SHADER_ARB));
 		gDeferredAlphaWaterProgram.addPermutation("USE_INDEXED_TEX", "1");
-		gDeferredAlphaWaterProgram.addPermutation("USE_VERTEX_COLOR", "1");
 		gDeferredAlphaWaterProgram.addPermutation("WATER_FOG", "1");
 		gDeferredAlphaWaterProgram.addPermutation("HAS_SHADOW", mVertexShaderLevel[SHADER_DEFERRED] > 1 ? "1" : "0");
 		gDeferredAlphaWaterProgram.mShaderLevel = mVertexShaderLevel[SHADER_DEFERRED];
@@ -1858,9 +1846,6 @@ BOOL LLViewerShaderMgr::loadShadersDeferred()
 		gDeferredAvatarAlphaProgram.mFeatures.atmosphericHelpers = true;
 		gDeferredAvatarAlphaProgram.mFeatures.hasSkinning = true;
 		gDeferredAvatarAlphaProgram.mFeatures.calculatesLighting = false;
-		gDeferredAvatarAlphaProgram.mFeatures.calculatesAtmospherics = true;
-		gDeferredAvatarAlphaProgram.mFeatures.hasGamma = true;
-		gDeferredAvatarAlphaProgram.mFeatures.hasAtmospherics = true;
 		gDeferredAvatarAlphaProgram.mFeatures.hasLighting = false;
 		gDeferredAvatarAlphaProgram.mFeatures.isAlphaLighting = true;
 		gDeferredAvatarAlphaProgram.mFeatures.disableTextureIndex = true;
-- 
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