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authorGeenz <geenz@geenzo.com>2014-09-03 19:56:46 -0400
committerGeenz <geenz@geenzo.com>2014-09-03 19:56:46 -0400
commit0c34a92d43eb8ae4450df7e87f9d216648ebd50b (patch)
tree88e34d90090bdd78a09854e0f3b456f2e2b19d4e /indra/newview/app_settings/shaders/class2/deferred
parentb67bff90369ada09f9f30055bebd49af3906565f (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-xindra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl2
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl2
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;
}
}
}