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authorGraham Linden <graham@lindenlab.com>2019-03-03 10:42:19 -0800
committerGraham Linden <graham@lindenlab.com>2019-03-03 10:42:19 -0800
commit4c3050a3953153aa8753fc10706ad2ef464f3e3d (patch)
tree78ded9c452348f749c8dac87f416aa433f4ca963 /indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
parentd90b16d350fba72e5011768ee8eb8b3289962dc5 (diff)
SL-10664, SL-10666
Fix up culling issues from perf work and fix Depth of Field rendering to get depth values properly. Baseline for performance work.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/materialF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index e2ebd928ef..4db2b9ae54 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -119,7 +119,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
da *= clamp(da, 0.0, 1.0);
da *= pow(da, 1.0 / 1.3);
- float lit = max(min(da,shadow) * dist_atten, 0.0);
+ float lit = max(da * dist_atten, 0.0);
col = light_col*lit*diffuse;