On Thu, 23 Jul 2020 12:06:17 GMT, Ambarish Rapte <ara...@openjdk.org> wrote:
>> Nir Lisker has updated the pull request with a new target base due to a >> merge or a rebase. The pull request now >> contains 11 commits: >> - Merge branch 'master' into 8217472_Add_attenuation_for_PointLight >> - Attenuation and range changed internally to floats from doubles >> - Fixed shader compilation errors for 2 and 3 lights in es2 >> - Addressing review comments >> - Fixed whitespaces >> - Correction for indexes >> - Docs and year update >> - Merge remote-tracking branch >> 'nlisker/8217472_Add_attenuation_for_PointLight' into >> 8217472_Add_attenuation_for_PointLight >> - GL pipeline >> - Separate range from attenuation >> - ... and 1 more: >> https://git.openjdk.java.net/jfx/compare/4ec163df...2e1223ed > > modules/javafx.graphics/src/main/resources/com/sun/prism/es2/glsl/main3Lights.frag > line 92: > >> 91: d += clamp(dot(n,l), 0.0, 1.0) * (lights[0].color).rgb * att; >> 92: s += pow(clamp(dot(-refl, l), 0.0, 1.0), power) * >> lights[0].color.rgb * att; >> 93: } > > These three lines can be changed as: > float attenuatedColor = (lights[0].color).rgb / (lights[0].attn.x + > lights[0].attn.y * dist + lights[0].attn.z * dist * > dist); d += clamp(dot(n,l), 0.0, 1.0) * attenuatedColor; > s += pow(clamp(dot(-refl, l), 0.0, 1.0), power) * attenuatedColor; > Similar change in the 1 light and 2 lights shader. Interesting, I'd think the compiler would have optimized it. ------------- PR: https://git.openjdk.java.net/jfx/pull/43