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authorGraham Linden <graham@lindenlab.com>2019-06-27 16:07:54 -0700
committerGraham Linden <graham@lindenlab.com>2019-06-27 16:07:54 -0700
commit7c651f84234813eb0ceb2c72e0c19acf2bb15f55 (patch)
treef8fb300bf93931191a27dcd71872e4d6e0ad6367 /indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
parent4b8ec2f11f94d8fe253abd5228320c545f353b58 (diff)
SL-11512
Modify method for nerfing additive on terrain so it doesn't trip up deferred lighting and make light artifacts.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index ee39fa81f5..d4d69f07e8 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -185,8 +185,9 @@ vec3 post_env = color.rgb;
{
#if !defined(SUNLIGHT_KILL)
vec3 p = normalize(pos.xyz);
+ additive *= spec.a;
float additive_angular_atten = max(0.0, dot(light_dir.xyz, p.xyz));
- color = atmosFragLighting(color, additive * additive_angular_atten * (1.0 - spec.a), atten);
+ color = atmosFragLighting(color, additive * additive_angular_atten, atten);
color = scaleSoftClipFrag(color);
#endif
}