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/class2/deferred | |
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/class2/deferred')
-rwxr-xr-x | indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl | 2 | ||||
-rwxr-xr-x | indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 7a0641084e..09cb195fa3 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -344,7 +344,7 @@ 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 * shadow * envIntensity; + col += color.rgb * texture2DLodDiffuse(projectionMap, stc.xy, (1 - spec.a * spec.a) * (proj_lod * 0.5)).rgb * shadow * envIntensity; } } } diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index a61e66e0fa..3d0cbbcc4d 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -343,7 +343,7 @@ 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 * shadow * envIntensity; + col += color.rgb * texture2DLodDiffuse(projectionMap, stc.xy, (1 - spec.a * spec.a) * (proj_lod * 0.5)).rgb * shadow * envIntensity; } } } |