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authorDave Parks <davep@lindenlab.com>2011-02-10 18:39:02 -0600
committerDave Parks <davep@lindenlab.com>2011-02-10 18:39:02 -0600
commit2111bb8eff0469647028a5a8102ee5201321ac10 (patch)
treeb12faf3f7d31a08ac380e533bf49a3036a3cb50a /indra/newview/app_settings
parent952c3eaaa8c78d00ef62932d46af1d8fa565e7b2 (diff)
SH-958 Fix for entire scene being in shadow when shadows + SSAO disabled but "Lighting and Shadows" enabled.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl10
1 files changed, 3 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 0fb26bd9a1..29340c7e9f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -270,14 +270,10 @@ void main()
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
- vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- float scol = max(scol_ambocc.r, diffuse.a);
- float ambocc = scol_ambocc.g;
-
- calcAtmospherics(pos.xyz, ambocc);
+ calcAtmospherics(pos.xyz, 1.0);
vec3 col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
+ col += atmosAffectDirectionalLight(max(min(da, 1.0), diffuse.a));
col *= diffuse.rgb;
@@ -287,7 +283,7 @@ void main()
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
+ vec3 dumbshiny = vary_SunlitColor*texture2D(lightFunc, vec2(sa, spec.a)).a;
/*
// screen-space cheap fakey reflection map