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authorDave Parks <davep@lindenlab.com>2011-09-17 00:19:19 -0500
committerDave Parks <davep@lindenlab.com>2011-09-17 00:19:19 -0500
commit4f99ace06944a704e46cc3014607f3a5a4ef246b (patch)
tree187224a72f78f260acd80ab732d49940c7e2afc8 /indra/newview/app_settings
parent8a1baaea6c0462b645499e8e7b88345e46b92621 (diff)
SH-2243 work in progress -- put back ambient lighting when atmospheric shaders disabled.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightV.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl3
4 files changed, 7 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
index 15781bc92d..b07c1fda9b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl
@@ -105,7 +105,7 @@ void main()
vec4 frag_pos = projection_matrix * pos;
gl_Position = frag_pos;
-
+ GL
vary_position = pos.xyz;
vary_normal = norm;
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
index bf6ed5988e..265d548ce9 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl
@@ -26,6 +26,7 @@
uniform vec4 light_position[8];
uniform vec3 light_diffuse[8];
+uniform vec4 light_ambient;
float calcDirectionalLight(vec3 n, vec3 l);
@@ -36,7 +37,7 @@ vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularCo
vec4 col;
col.a = color.a;
- col.rgb = baseCol.rgb; //need ambient?
+ col.rgb = baseCol.rgb + light_ambient.rgb;
col.rgb += light_diffuse[0].rgb*calcDirectionalLight(norm, light_position[0].xyz);
col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index 79e2207932..b886f97743 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -26,6 +26,7 @@
uniform vec4 light_position[8];
uniform vec3 light_diffuse[8];
+uniform vec4 light_ambient;
float calcDirectionalLight(vec3 n, vec3 l);
@@ -34,7 +35,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
vec4 col;
col.a = color.a;
- col.rgb = baseLight.rgb; //need ambient?
+ col.rgb = baseLight.rgb+light_ambient.rgb;
col.rgb += light_diffuse[0].rgb*calcDirectionalLight(norm, light_position[0].xyz);
col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
index 9aa583afa1..ed0249330e 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl
@@ -24,10 +24,11 @@
*/
uniform vec3 light_diffuse[8];
+uniform vec4 light_ambient;
vec3 atmosAmbient(vec3 light)
{
- return light; //need ambient?
+ return light + light_ambient.rgb;
}
vec3 atmosAffectDirectionalLight(float lightIntensity)