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authorDave Parks <davep@lindenlab.com>2013-06-28 13:32:01 -0500
committerDave Parks <davep@lindenlab.com>2013-06-28 13:32:01 -0500
commit7df863265f6f536aeae84dceab9140fb4465213c (patch)
tree0c9adb2d4f7b684d803102664571a773572ed622 /indra/newview/app_settings/shaders/class1/lighting
parent380785e613b9823cb6160be5678e5f01783fee5f (diff)
NORSPEC-290 Shader optimization WIP -- remove a couple normalizes, pows, and divides from various lighting functions.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index a9288b3df6..dc0b989e34 100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -45,7 +45,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
lv *= 1.0/d;
//distance attenuation
- float da = clamp(1.0/(la * d), 0.0, 1.0);
+ float da = clamp(1.0/(1.f/la * d), 0.0, 1.0);
// spotlight coefficient.
float spot = max(dot(-ln, lv), is_pointlight);