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authorGraham Linden <graham@lindenlab.com>2019-03-20 13:07:21 -0700
committerGraham Linden <graham@lindenlab.com>2019-03-20 13:07:21 -0700
commitedf8ba6e5ff0fc2b5ef55219c82af7b0f20437d9 (patch)
treeb84b4b41e4232ab6839a6ea1db6ac694583ef88c /indra/newview/app_settings/shaders/class1
parentcdad939bbd6fbed4cfc863469d5c37e17bbcf698 (diff)
SL-10449
Fix name of attenuation setter used. Fix flipped light vec. Make class3 lights use shadows on projector ambiance too.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl2
2 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index f1ada39854..8891315e15 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -29,7 +29,7 @@ ATTRIBUTE vec3 position;
uniform vec2 screen_res;
-void setAttenuation(vec3 c);
+void setAtmosAttenuation(vec3 c);
void setAdditiveColor(vec3 c);
VARYING vec2 vary_fragcoord;
@@ -39,7 +39,7 @@ void main()
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
// appease OSX GLSL compiler/linker by touching all the varyings we said we would
- setAttenuation(vec3(1));
+ setAtmosAttenuation(vec3(1));
setAdditiveColor(vec3(0));
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index dd14192ad6..a9288b3df6 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -52,7 +52,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
- da *= calcDirectionalLight(n, -lv);
+ da *= calcDirectionalLight(n, lv);
return da;
}