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-rw-r--r--indra/llprimitive/llmaterial.cpp6
-rw-r--r--indra/llprimitive/llmaterial.h1
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaNonIndexedNoColorF.glsl5
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)