diff options
author | Geenz <geenz@geenzo.com> | 2014-09-03 19:56:46 -0400 |
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committer | Geenz <geenz@geenzo.com> | 2014-09-03 19:56:46 -0400 |
commit | 0c34a92d43eb8ae4450df7e87f9d216648ebd50b (patch) | |
tree | 88e34d90090bdd78a09854e0f3b456f2e2b19d4e /indra/newview/app_settings/shaders/class1 | |
parent | b67bff90369ada09f9f30055bebd49af3906565f (diff) |
Switch to using texture2DLodDiffuse for reasons of having a nice soft edge for less glossy projector reflections.
This makes far more sense than having the “spot” functionality, and opens projectors up to much more practical use cases and fits much better within the concept of glossy reflections than the previous spot behavior.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl | 2 | ||||
-rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl | 4 |
2 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 39613c2872..34bd4a7e21 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -321,7 +321,7 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a * spec.a) * (proj_lod * 0.5)).rgb * envIntensity; + col += color.rgb * texture2DLodDiffuse(projectionMap, stc.xy, (1 - spec.a * spec.a) * (proj_lod * 0.5)).rgb * envIntensity; } } } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index b8cb6b6491..38f383f0c4 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -138,7 +138,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) float d = dot(dist,dist); - ret *= min(clamp((0.25-d)/0.25, 0.0, 1.0)+det, 1.0); + ret *= min(clamp((0.125-d)/0.125, 0.0, 1.0)+det, 1.0); return ret; } @@ -329,7 +329,7 @@ void main() stc.x > 0.0 && stc.y > 0.0) { - col += color.rgb * texture2DLodSpecular(projectionMap, stc.xy, (1 - spec.a * spec.a) * (proj_lod * 0.5)).rgb * envIntensity; + col += color.rgb * texture2DLodDiffuse(projectionMap, stc.xy, (1 - spec.a * spec.a) * (proj_lod * 0.5)).rgb * envIntensity; } } } |