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author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-01-28 21:49:31 -0800 |
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committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-01-28 21:49:31 -0800 |
commit | c086f06be69e156c49a61bec1d13062cc50cfd09 (patch) | |
tree | 273240674c7efbc9cda3398f9ce6be58f3799d9a | |
parent | c67c7ddd63c06e4e4f0a25a2ef23b941b85dd7bf (diff) |
cheaper, cuter way to deal with spot vs point in the shader
-rw-r--r-- | indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl index b2d6d23b1e..4525bf80b2 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl @@ -48,7 +48,7 @@ float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnid float da = clamp(1.0/(la * d), 0.0, 1.0); //angular attenuation - da *= clamp(dot(-ln, lv)+is_omnidirectional, 0.0, 1.0) * calcDirectionalLight(n, lv); + da *= max(dot(-ln, lv),is_omnidirectional) * calcDirectionalLight(n, lv); return da; } |