diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-04-30 10:04:20 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-04-30 10:04:20 -0700 | 
| commit | bfce96d684d5d056061ce16a36daba9a2bd0aa9d (patch) | |
| tree | 440c0f2cbacf246d3759fd94472e028f60b7011b /indra/newview/app_settings/shaders/class1 | |
| parent | 6b925711948f69b5361efa3f674b8c9e1b9f6bb4 (diff) | |
SL-10856
Remove ambient clamp to keep shadows dark.
Partial fix for class 3 ambient term being wrong.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
3 files changed, 0 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 1acb76bdd1..ae579d7f85 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -225,7 +225,6 @@ void main()      float ambient = da;      ambient *= 0.5;      ambient *= ambient; -    ambient = max(getAmbientClamp(), ambient); // keeps shadows dark      ambient = 1.0 - ambient;      vec3 sun_contrib = min(final_da, shadow) * sunlit; diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index cbb7a04631..f7af3647a1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -323,7 +323,6 @@ void main()      float ambient = da;      ambient *= 0.5;      ambient *= ambient; -    ambient = max(getAmbientClamp(), ambient);      ambient = 1.0 - ambient;      vec3 sun_contrib = min(final_da, shadow) * sunlit; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index afdd8cdda3..bcd93d9a2d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -116,7 +116,6 @@ void main()          float ambient = da;          ambient *= 0.5;          ambient *= ambient; -        ambient = max(getAmbientClamp(), ambient);          ambient = 1.0 - ambient;          vec3 sun_contrib = final_da * sunlit; | 
