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authorTofu Linden <tofu.linden@lindenlab.com>2010-01-28 21:48:22 -0800
committerTofu Linden <tofu.linden@lindenlab.com>2010-01-28 21:48:22 -0800
commitc67c7ddd63c06e4e4f0a25a2ef23b941b85dd7bf (patch)
tree168765a5982a4dc3afe8093b77e7aad10e83c80b /indra/newview/app_settings/shaders
parentc1ae6160a5f277176063f10d5cde39673aedd419 (diff)
getting closer to point/spot interchangability
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl6
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