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authorTofu Linden <tofu.linden@lindenlab.com>2010-01-28 23:58:50 -0800
committerTofu Linden <tofu.linden@lindenlab.com>2010-01-28 23:58:50 -0800
commitfcaca49a9496154419a8f44c17cba16b028d3518 (patch)
tree78ec706dd7c6657e57772ae102d58281340dd560 /indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
parent1237c123873b98f2987d8d9fb573f6f88f8eebc2 (diff)
cheap no-branch goodness for rendering both spotlights and pointlights with the same shader code.
kill already-nerfed quadratic attenuation which it seems we won't be supporting any decade soon.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index e5bf76db55..4577b4be55 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -7,7 +7,7 @@
float calcDirectionalLight(vec3 n, vec3 l);
float calcPointLight(vec3 v, vec3 n, vec4 lp, float la);
-float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la);
+float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnidirectional);
vec3 atmosAmbient(vec3 light);
vec3 atmosAffectDirectionalLight(float lightIntensity);