diff options
-rw-r--r-- | indra/llprimitive/llmaterial.cpp | 6 | ||||
-rw-r--r-- | indra/llprimitive/llmaterial.h | 1 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl | 5 |
3 files changed, 7 insertions, 5 deletions
diff --git a/indra/llprimitive/llmaterial.cpp b/indra/llprimitive/llmaterial.cpp index 1e92847b38..bd98aa040a 100644 --- a/indra/llprimitive/llmaterial.cpp +++ b/indra/llprimitive/llmaterial.cpp @@ -51,7 +51,7 @@ #define MATERIALS_CAP_ALPHA_MASK_CUTOFF_FIELD "AlphaMaskCutoff" #define MATERIALS_CAP_DIFFUSE_ALPHA_MODE_FIELD "DiffuseAlphaMode" -const LLColor4U LLMaterial::DEFAULT_SPECULAR_LIGHT_COLOR = LLColor4U::white; +const LLColor4U LLMaterial::DEFAULT_SPECULAR_LIGHT_COLOR(255,255,255,255); /** * Materials constants @@ -103,8 +103,8 @@ LLMaterial::LLMaterial() , mSpecularRotation(.0f) , mSpecularLightColor(LLMaterial::DEFAULT_SPECULAR_LIGHT_COLOR) , mSpecularLightExponent(LLMaterial::DEFAULT_SPECULAR_LIGHT_EXPONENT) - , mEnvironmentIntensity(0) - , mDiffuseAlphaMode(0) + , mEnvironmentIntensity(LLMaterial::DEFAULT_ENV_INTENSITY) + , mDiffuseAlphaMode(LLMaterial::DIFFUSE_ALPHA_MODE_BLEND) , mAlphaMaskCutoff(0) { } diff --git a/indra/llprimitive/llmaterial.h b/indra/llprimitive/llmaterial.h index bedfc8f8c2..c2e49985a4 100644 --- a/indra/llprimitive/llmaterial.h +++ b/indra/llprimitive/llmaterial.h @@ -54,6 +54,7 @@ public: static const U8 DEFAULT_SPECULAR_LIGHT_EXPONENT = ((U8)(0.2f * 255)); static const LLColor4U DEFAULT_SPECULAR_LIGHT_COLOR; + static const U8 DEFAULT_ENV_INTENSITY = ((U8)(0.05f * 255)); LLMaterial(); LLMaterial(const LLSD& material_data); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl index 4bd9ccca1d..566aefea6a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl @@ -53,6 +53,7 @@ VARYING vec3 vary_fragcoord; VARYING vec3 vary_position; VARYING vec3 vary_pointlight_col; VARYING vec2 vary_texcoord0; +VARYING vec3 vary_norm; uniform vec2 shadow_res; @@ -65,10 +66,10 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = pow(max(dot(n,l),0.0), 0.7); - return a; + return vec3(a, a, a); } float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) |