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authorGraham Linden <graham@lindenlab.com>2018-11-01 19:04:11 +0100
committerGraham Linden <graham@lindenlab.com>2018-11-01 19:04:11 +0100
commita67cf385d763325119f4d2a37beb96c9c6a80282 (patch)
tree421f48058e054558de8d1c275d868ba53af36a91 /indra/newview/app_settings/shaders/class1/deferred
parentfb335cc243581925bb772a1f10112ec493db8552 (diff)
Back out unintended shader changes from SL-10000 fix.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl4
2 files changed, 4 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 1cfc19267c..7f2c5add16 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -88,7 +88,7 @@ vec3 linear_to_srgb(vec3 cl);
vec2 encode_normal (vec3 n);
vec3 decode_normal (vec2 enc);
-vec3 scaleSoftClipFrag(vec3 l);
+vec3 scaleFragSoftClip(vec3 l);
vec3 atmosFragAmbient(vec3 light, vec3 sunlit);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
vec3 atmosFragAffectDirectionalLight(float light, vec3 sunlit);
@@ -312,7 +312,7 @@ void main()
//color.rgb = mix(diff.rgb, color.rgb, final_alpha);
color.rgb = atmosFragLighting(color.rgb, additive, atten);
- color.rgb = scaleSoftClipFrag(color.rgb);
+ color.rgb = scaleFragSoftClip(color.rgb);
vec4 light = vec4(0,0,0,0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 9f52e72313..6e06453a5b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -42,7 +42,7 @@ vec3 linear_to_srgb(vec3 cl);
vec3 atmosFragAmbient(vec3 l, vec3 ambient);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
-vec3 scaleSoftClipFrag(vec3 l);
+vec3 scaleFragSoftClip(vec3 l);
vec3 atmosFragAffectDirectionalLight(float intensity, vec3 sunlit);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
@@ -455,7 +455,7 @@ void main()
//col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
col = atmosFragLighting(col, additive, atten);
- col = scaleSoftClipFrag(col);
+ col = scaleFragSoftClip(col);
//convert to linear space before adding local lights
col = srgb_to_linear(col);