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authorTofu Linden <tofu.linden@lindenlab.com>2010-01-28 21:49:31 -0800
committerTofu Linden <tofu.linden@lindenlab.com>2010-01-28 21:49:31 -0800
commit5a1cf512e9f7dbb3b95542bba1f5019e4cd4f9cd (patch)
tree16027f1981e7f0bcf13cf75d3517ed6149e00b43 /indra/newview/app_settings/shaders/class1
parent1bf2a13835572e30e6fa7c73bf7c6d58b56f81a4 (diff)
cheaper, cuter way to deal with spot vs point in the shader
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/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 b2d6d23b1e..4525bf80b2 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -48,7 +48,7 @@ float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnid
float da = clamp(1.0/(la * d), 0.0, 1.0);
//angular attenuation
- da *= clamp(dot(-ln, lv)+is_omnidirectional, 0.0, 1.0) * calcDirectionalLight(n, lv);
+ da *= max(dot(-ln, lv),is_omnidirectional) * calcDirectionalLight(n, lv);
return da;
}