diff options
7 files changed, 8 insertions, 12 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 13e0cb5169..7f7faffe78 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -111,7 +111,7 @@ void main()          vec3 sun_contrib = final_da * sunlit;  #if !defined(AMBIENT_KILL) -        color.rgb = pow(amblit, vec3(1.0/1.3)); +        color.rgb = amblit * 2.0;          color.rgb *= ambient;  #endif diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl index 5e39d1629d..751e7da53d 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl @@ -35,7 +35,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)  	vec4 c = sumLights(pos, norm, color);  #if !defined(AMBIENT_KILL) -    c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp(); +    c.rgb += atmosAmbient() * color.rgb * getAmbientClamp();  #endif      return c; diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 291e160cdc..fa20d63a4a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -44,7 +44,7 @@ uniform float sun_moon_glow_factor;  float getAmbientClamp()  { -    return 0.9; +    return 1.0f;  }  void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { @@ -138,6 +138,6 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o      //brightness of surface both sunlight and ambient      sunlit = sunlight.rgb * 0.5; -    amblit = tmpAmbient.rgb * .5; +    amblit = tmpAmbient.rgb * .25;      additive *= vec3(1.0 - temp1);  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 343e5c8ef5..92794ddaae 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -119,8 +119,7 @@ void main()          vec3 sun_contrib = min(scol, final_da) * sunlit;  #if !defined(AMBIENT_KILL) -        color.rgb = amblit * 0.5; -        color.rgb = pow(color.rgb, vec3(1.0/1.1)); +        color.rgb = amblit * 2.0;          color.rgb *= ambient;  #endif diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl index 6918ac3b8c..cba87a1db7 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl @@ -35,9 +35,9 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)  	vec4 c = sumLights(pos, norm, color);  #if !defined(AMBIENT_KILL) -    c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp(); +    c.rgb += atmosAmbient() * color.rgb * 2.0 * getAmbientClamp();  #endif - -    return c;  +  +    return c;  } diff --git a/indra/newview/lldrawpooltree.cpp b/indra/newview/lldrawpooltree.cpp index 5c7a819b8b..b885008cae 100644 --- a/indra/newview/lldrawpooltree.cpp +++ b/indra/newview/lldrawpooltree.cpp @@ -97,7 +97,6 @@ void LLDrawPoolTree::render(S32 pass)  	}  	LLGLState test(GL_ALPHA_TEST, LLGLSLShader::sNoFixedFunction ? 0 : 1); -	//LLOverrideFaceColor color(this, 1.f, 1.f, 1.f, 1.f);  	gGL.getTexUnit(sDiffTex)->bind(mTexturep); diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp index 968607de5d..0542e39db4 100644 --- a/indra/newview/lldrawpoolwlsky.cpp +++ b/indra/newview/lldrawpoolwlsky.cpp @@ -513,7 +513,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()                  sun_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);                  sun_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); -                LLFacePool::LLOverrideFaceColor color_override(this, color);                  face->renderIndexed();                  gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); @@ -565,7 +564,6 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()              moon_shader->uniform4fv(LLShaderMgr::DIFFUSE_COLOR, 1, color.mV);              moon_shader->uniform1f(LLShaderMgr::BLEND_FACTOR, blend_factor); -            LLFacePool::LLOverrideFaceColor color_override(this, color);              face->renderIndexed();              gGL.getTexUnit(0)->unbind(LLTexUnit::TT_TEXTURE); | 
