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author | Rider Linden <rider@lindenlab.com> | 2018-11-02 09:17:41 -0700 |
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committer | Rider Linden <rider@lindenlab.com> | 2018-11-02 09:17:41 -0700 |
commit | c1faabe95186e113c9355fcdff98f1f7ad19b4b7 (patch) | |
tree | 7cfe161354bfb875f6072b25e611458b1e4f912f /indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | |
parent | 51772e6083d8af786704cee18f5eb3c9b3dfefda (diff) | |
parent | c3ac4650ad825966d587c06ce9787d9ab181dac6 (diff) |
Merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 18 |
1 files changed, 1 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index d2fd70c9e2..2615400e52 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -115,7 +115,6 @@ void main() float light_gamma = 1.0/1.3; da = pow(da, light_gamma); - vec4 diffuse = texture2DRect(diffuseRect, tc); //convert to gamma space @@ -133,14 +132,6 @@ void main() float ambocc = scol_ambocc.g; - vec3 sunlit; - vec3 amblit; - vec3 additive; - vec3 atten; - - //calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten); - //col += atmosFragAffectDirectionalLight(max(min(da, scol), 0.0), sunlit); - col *= diffuse.rgb; vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); @@ -158,8 +149,7 @@ void main() bloom = dot(spec_contrib, spec_contrib) / 6; col += spec_contrib; } - - + col = mix(col, diffuse.rgb, diffuse.a); if (envIntensity > 0.0) @@ -169,12 +159,6 @@ void main() col = mix(col.rgb, refcol, envintensity); } - if (norm.w < 0.5) - { - //col = mix(atmosFragLighting(col, additive, atten), fullbrightFragAtmosTransport(col, atten, additive), diffuse.a); - //col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a); - } - #ifdef WATER_FOG vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); col = fogged.rgb; |