diff options
3 files changed, 3 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 274d1818f0..dabdf69681 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -357,7 +357,7 @@ vec3 post_diffuse = color.rgb;          if (nh > 0.0)          {              float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); -            vec3 speccol = sun_contrib*scol*spec.rgb*0.25; +            vec3 speccol = sun_contrib*scol*spec.rgb / 16.0f;              speccol = clamp(speccol, vec3(0), vec3(1));              bloom = dot(speccol, speccol);              color += speccol; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 2a24915ade..4e8062977d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -143,7 +143,7 @@ vec3 post_diffuse = color.rgb;              if (nh > 0.0)              {                  float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); -                vec3 speccol = sun_contrib*scontrib*spec.rgb*0.25; +                vec3 speccol = sun_contrib*scontrib*spec.rgb / 16.0f;                  speccol = clamp(speccol, vec3(0), vec3(1));                  bloom += dot(speccol, speccol);                  color += speccol; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 39b13b46cc..5aaac382a5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -153,7 +153,7 @@ vec3 post_diffuse = color.rgb;              if (nh > 0.0)              {                  float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); -                vec3 speccol = sun_contrib*scontrib*spec.rgb * 0.25; +                vec3 speccol = sun_contrib*scontrib*spec.rgb / 16.0;                  speccol = clamp(speccol, vec3(0), vec3(1));                  bloom += dot (speccol, speccol);                  color += speccol; | 
