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authorDave Parks <davep@lindenlab.com>2012-05-07 15:06:06 -0500
committerDave Parks <davep@lindenlab.com>2012-05-07 15:06:06 -0500
commite75d889ea142486aed61e5a8d7ebd7f7c494cc91 (patch)
treedacb0cb107369316e0a60f101d606b54e231de34
parent423659c68076f99a73985b9bd1befa5c0f5d3457 (diff)
MAINT-583 Fix for broken projectors when shadows set to none.
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl5
1 files changed, 2 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 75de47614c..bff87cb6aa 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -55,8 +55,6 @@ uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
uniform float sun_wash;
-uniform int proj_shadow_idx;
-uniform float shadow_fade;
uniform vec3 center;
uniform vec3 color;
@@ -143,7 +141,8 @@ void main()
discard;
}
- vec3 norm = texture2DRect(normalMap, frag.xy).xyz*2.0-1.0;
+ vec3 norm = texture2DRect(normalMap, frag.xy).xyz;
+ norm = vec3((norm.xy-0.5)*2.0, norm.z);
norm = normalize(norm);
float l_dist = -dot(lv, proj_n);