diff options
| author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-01-28 21:48:22 -0800 | 
|---|---|---|
| committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-01-28 21:48:22 -0800 | 
| commit | c67c7ddd63c06e4e4f0a25a2ef23b941b85dd7bf (patch) | |
| tree | 168765a5982a4dc3afe8093b77e7aad10e83c80b /indra/newview/app_settings/shaders/class2 | |
| parent | c1ae6160a5f277176063f10d5cde39673aedd419 (diff) | |
getting closer to point/spot interchangability
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl | 6 | 
1 files changed, 3 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index fd264b9e74..e5bf76db55 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -20,9 +20,9 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)  	// Collect normal lights (need to be divided by two, as we later multiply by 2)  	col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz); -	col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation); -	col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation); -	//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation); +	col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); +	col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); +	//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);  	col.rgb = scaleDownLight(col.rgb);  	// Add windlight lights | 
