summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/deferred
diff options
context:
space:
mode:
authorGraham Linden <graham@lindenlab.com>2019-06-27 16:07:54 -0700
committerGraham Linden <graham@lindenlab.com>2019-06-27 16:07:54 -0700
commit7c651f84234813eb0ceb2c72e0c19acf2bb15f55 (patch)
treef8fb300bf93931191a27dcd71872e4d6e0ad6367 /indra/newview/app_settings/shaders/class1/deferred
parent4b8ec2f11f94d8fe253abd5228320c545f353b58 (diff)
SL-11512
Modify method for nerfing additive on terrain so it doesn't trip up deferred lighting and make light artifacts.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl2
2 files changed, 3 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index fd1191547b..4825418fe3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -176,8 +176,9 @@ vec3 post_env = color.rgb;
if (norm.w < 1)
{
#if !defined(SUNLIGHT_KILL)
+ additive *= spec.a;
float additive_angular_atten = max(0.0, dot(light_dir, normalize(pos.xyz)));
- color = atmosFragLighting(color, additive * additive_angular_atten * (1.0 - spec.a), atten);
+ color = atmosFragLighting(color, additive * additive_angular_atten, atten);
color = scaleSoftClipFrag(color);
#endif
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index 5f345078b6..b7bc92c460 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -69,7 +69,7 @@ void main()
#endif
frag_data[0] = outColor;
- frag_data[1] = vec4(0.0,0.0,0.0,1.0);
+ frag_data[1] = vec4(0.0,0.0,0.0,-1.0);
vec3 nvn = normalize(vary_normal);
frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);
}