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authorDave Parks <davep@lindenlab.com>2013-04-02 01:47:12 -0500
committerDave Parks <davep@lindenlab.com>2013-04-02 01:47:12 -0500
commit8da8e05964710bea633af2bee36a7aa89f3a8656 (patch)
tree2d59b455082a342cee23be0d2f9c55bee6ec5308 /indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
parentc7da38eb68249e8178fab645041a450c63a18b28 (diff)
NORSPEC-58 Followup -- put back blinn phong, and do gamma correction approximation in light curves. Fix fresnel math.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl5
1 files changed, 3 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index ff20b63972..eafb7d9c75 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -282,7 +282,8 @@ void main()
norm.xyz = (norm.xyz-0.5)*2.0; // unpack norm
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
-
+ da = pow(da, 0.7);
+
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec3 col;
@@ -309,7 +310,7 @@ void main()
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);
+ vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;