diff options
author | Dave Parks <davep@lindenlab.com> | 2011-02-10 18:39:02 -0600 |
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committer | Dave Parks <davep@lindenlab.com> | 2011-02-10 18:39:02 -0600 |
commit | 2111bb8eff0469647028a5a8102ee5201321ac10 (patch) | |
tree | b12faf3f7d31a08ac380e533bf49a3036a3cb50a /indra/newview/app_settings | |
parent | 952c3eaaa8c78d00ef62932d46af1d8fa565e7b2 (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.glsl | 10 |
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 |