diff options
author | Dave Parks <davep@lindenlab.com> | 2011-09-17 00:19:19 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-09-17 00:19:19 -0500 |
commit | 4f99ace06944a704e46cc3014607f3a5a4ef246b (patch) | |
tree | 187224a72f78f260acd80ab732d49940c7e2afc8 /indra/newview/app_settings/shaders/class1/lighting | |
parent | 8a1baaea6c0462b645499e8e7b88345e46b92621 (diff) |
SH-2243 work in progress -- put back ambient lighting when atmospheric shaders disabled.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl | 3 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/lighting/lightV.glsl | 3 |
2 files changed, 4 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl index bf6ed5988e..265d548ce9 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl @@ -26,6 +26,7 @@ uniform vec4 light_position[8]; uniform vec3 light_diffuse[8]; +uniform vec4 light_ambient; float calcDirectionalLight(vec3 n, vec3 l); @@ -36,7 +37,7 @@ vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularCo vec4 col; col.a = color.a; - col.rgb = baseCol.rgb; //need ambient? + col.rgb = baseCol.rgb + light_ambient.rgb; col.rgb += light_diffuse[0].rgb*calcDirectionalLight(norm, light_position[0].xyz); col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl index 79e2207932..b886f97743 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl @@ -26,6 +26,7 @@ uniform vec4 light_position[8]; uniform vec3 light_diffuse[8]; +uniform vec4 light_ambient; float calcDirectionalLight(vec3 n, vec3 l); @@ -34,7 +35,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight) vec4 col; col.a = color.a; - col.rgb = baseLight.rgb; //need ambient? + col.rgb = baseLight.rgb+light_ambient.rgb; col.rgb += light_diffuse[0].rgb*calcDirectionalLight(norm, light_position[0].xyz); col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); |