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authorDave Parks <davep@lindenlab.com>2022-09-17 13:04:23 -0500
committerDave Parks <davep@lindenlab.com>2022-09-17 13:04:23 -0500
commit679060557555742b0631aec14b59ebcab64c081f (patch)
treed8dddf0dd7d54453ead38256fee63fee77932e28 /indra/newview/app_settings/shaders/class3/deferred
parent1ab43e06b98dd66f1a8c9e251292764d2f0a1f11 (diff)
WIP - Fix for alpha PBR lighting for point lights (spot lights treated as point lights for now)
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl2
1 files changed, 0 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index 88f165f315..1fc80016cb 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -115,8 +115,6 @@ void main()
vec3 specularColor = mix(f0, baseColor.rgb, metallic);
- vec3 v = -normalize(pos.xyz);
-
vec3 intensity = dist_atten * color * 3.0; // Legacy attenuation
final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv));
}