diff options
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl | 6 | ||||
| -rw-r--r-- | indra/newview/pipeline.cpp | 4 | 
2 files changed, 5 insertions, 5 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index fd264b9e74..e5bf76db55 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -20,9 +20,9 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)  	// Collect normal lights (need to be divided by two, as we later multiply by 2)  	col.rgb += gl_LightSource[1].diffuse.rgb * calcDirectionalLight(norm, gl_LightSource[1].position.xyz); -	col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation); -	col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation); -	//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation); +	col.rgb += gl_LightSource[2].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); +	col.rgb += gl_LightSource[3].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[3].position, gl_LightSource[3].spotDirection.xyz, gl_LightSource[3].linearAttenuation, gl_LightSource[3].specular.a); +	//col.rgb += gl_LightSource[4].diffuse.rgb * calcPointLight2(pos, norm, gl_LightSource[4].position, gl_LightSource[4].spotDirection.xyz, gl_LightSource[4].linearAttenuation, gl_LightSource[4].specular.a);  	col.rgb = scaleDownLight(col.rgb);  	// Add windlight lights diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 2a1ed1b5ab..3dc175d723 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -4584,8 +4584,8 @@ void LLPipeline::setupHWLights(LLDrawPool* pool)  				glLightf (gllight, GL_SPOT_CUTOFF,   180.0f);  				// we use specular.w = 1.0 as a cheap hack for the shaders to know that this is omnidirectional rather than a spotlight -				const float specular = {0.f, 0.f, 0.f, 1.f}, -				glLightfv(gllight, GL_SPECULAR, LLColor4::black.mV); +				const float specular[] = {0.f, 0.f, 0.f, 1.f}; +				glLightfv(gllight, GL_SPECULAR, specular);  			}  			cur_light++;  			if (cur_light >= 8) | 
