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authorGraham Linden <graham@lindenlab.com>2019-06-10 09:15:35 -0700
committerGraham Linden <graham@lindenlab.com>2019-06-10 09:15:35 -0700
commitb79d0d2fdd047636598cbc9b088c3d4a10a84460 (patch)
tree6849c5cc4582c4720d121673121a418524a0cf77 /indra/newview/app_settings/shaders/class3
parent49eae58bd0d1eceda18a3997454beb15a5e27cbd (diff)
SL-10969, SL-11051
Make fullbright alpha mask with mask cutoff == 0 not generate shadows. Adjust handling of ambient across forward and deferred again.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/lightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl4
3 files changed, 3 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 6400e5169e..82a899ad65 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -53,7 +53,6 @@ uniform vec4 glow;
uniform float global_gamma;
uniform mat3 env_mat;
uniform vec4 shadow_clip;
-uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
VARYING vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
index cba87a1db7..30ad493331 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
@@ -35,7 +35,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
vec4 c = sumLights(pos, norm, color);
#if !defined(AMBIENT_KILL)
- c.rgb += atmosAmbient() * color.rgb * 2.0 * getAmbientClamp();
+ c.rgb += atmosAmbient() * color.rgb * getAmbientClamp();
#endif
return c;
diff --git a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
index 27fdae962e..7b4269ca6f 100644
--- a/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/windlight/atmosphericsV.glsl
@@ -32,7 +32,7 @@ void setPositionEye(vec3 v);
vec3 getAdditiveColor();
-void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
void calcAtmospherics(vec3 inPositionEye) {
@@ -42,7 +42,7 @@ void calcAtmospherics(vec3 inPositionEye) {
vec3 tmpamblit = vec3(1);
vec3 tmpaddlit = vec3(1);
vec3 tmpattenlit = vec3(1);
- calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit);
+ calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, true);
setSunlitColor(tmpsunlit);
setAmblitColor(tmpamblit);
setAdditiveColor(tmpaddlit);