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authorDave Parks <davep@lindenlab.com>2013-05-01 16:42:07 -0500
committerDave Parks <davep@lindenlab.com>2013-05-01 16:42:07 -0500
commit0938ce04f7d12439740285b61db3dd0bdadebb4f (patch)
treebc016afff8ff7bd97d9c043ac89338fa5c88f695 /indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
parentb06ec66a5d11628905da256e084d0036f39ba529 (diff)
Fix up specular highlights and gamma correction for projectors.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl2
1 files changed, 2 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 36406cbf57..69cdb2ce71 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -119,6 +119,8 @@ void main()
vec4 spec = texture2DRect(specularRect, frag.xy);
if (spec.a > 0.0)
{
+ lit = min(da*6.0, 1.0) * dist_atten;
+
vec3 npos = -normalize(pos);
vec3 h = normalize(lv+npos);
float nh = dot(norm, h);