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authorGraham Linden <graham@lindenlab.com>2018-11-06 16:38:06 +0000
committerGraham Linden <graham@lindenlab.com>2018-11-06 16:38:06 +0000
commit8c1aefc17c710b55ed7a72bd9de14cbed58ccd31 (patch)
treefe13d4e2fca64318b8019906aa7525195c5ce159 /indra/newview/app_settings/shaders/class1/environment
parente0a1b46e6129a0e6ca62efe18882889db96c572f (diff)
Remove scaleDownLight funcs and eliminate unused copy-pasted funcs in lighting shaders.
Also fix terrain response to atmospherics shaders (was failing to apply ambient on low end even when atmospherics was on).
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment')
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainV.glsl2
2 files changed, 2 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
index 46bde7f308..668a710c04 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
@@ -59,10 +59,8 @@ void main()
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
/// Add WL Components
- //outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+ outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
- outColor.rgb = atmosLighting(outColor.rgb);
-
frag_color = vec4(scaleSoftClip(outColor.rgb), 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index 5ffe464172..4d6f0c67a5 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -71,7 +71,7 @@ void main()
/// Potentially better without it for water.
pos /= pos.w;
- vec4 color = calcLighting(pos.xyz, norm, vec4(0), vec4(1));
+ vec4 color = calcLighting(pos.xyz, norm, vec4(1), vec4(0));
vertex_color = color;