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authorGraham Linden <graham@lindenlab.com>2018-11-19 10:49:14 -0800
committerGraham Linden <graham@lindenlab.com>2018-11-19 10:49:14 -0800
commit30606a564db3dd3755ed6dc1c30cdacc8c35b40b (patch)
tree2faa782f1d16b21d3a45b4ad9ececfd74761a1d9 /indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
parent5a8e633ece6bcab3b5c2a01b8e31b49ba12714a8 (diff)
SL-10032
Plug more holes through which env ambient terms were finding their way into lighting calcs for HUDs. Fix up mismatched indenting (tabs v spaces) on several shaders.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl8
1 files changed, 5 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
index 63c683c99e..86743dc306 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsHelpersF.glsl
@@ -26,19 +26,21 @@
// Output variables
uniform float scene_light_strength;
+uniform int no_atmo;
vec3 atmosFragAmbient(vec3 light, vec3 amblit)
{
- return amblit + light / 2.0;
+ if (no_atmo == 1) return light;
+ return amblit + light / 2.0;
}
vec3 atmosFragAffectDirectionalLight(float lightIntensity, vec3 sunlit)
{
- return sunlit * lightIntensity;
+ return sunlit * lightIntensity;
}
vec3 scaleDownLightFrag(vec3 light)
{
- return (light / scene_light_strength );
+ return (light / scene_light_strength );
}