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path: root/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaF.glsl14
1 files changed, 7 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index cd7a76db28..e5f7366b70 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -185,7 +185,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
- da *= max(dot(n, lv), 0.0);
+ da *= max(dot(n, lv), 0.0);
float lit = max(da * dist_atten,0.0);
@@ -458,7 +458,7 @@ void main()
float shadow = 1.0;
-#if HAS_SHADOW
+#if HAS_SHADOW
vec4 spos = pos;
if (spos.z > -shadow_clip.w)
@@ -541,7 +541,7 @@ void main()
#else
float final_alpha = diff.a;
#endif
-
+
// Insure we don't pollute depth with invis pixels in impostor rendering
//
if (final_alpha < 0.01)
@@ -549,7 +549,7 @@ void main()
discard;
}
#else
-
+
#ifdef USE_VERTEX_COLOR
float final_alpha = diff.a * vertex_color.a;
diff.rgb *= vertex_color.rgb;
@@ -591,16 +591,16 @@ void main()
color.rgb *= gamma_diff.rgb;
//color.rgb = mix(diff.rgb, color.rgb, final_alpha);
-
+
color.rgb = atmosLighting(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
vec4 light = vec4(0,0,0,0);
color.rgb = srgb_to_linear(color.rgb);
-
+
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);
-
+
LIGHT_LOOP(1)
LIGHT_LOOP(2)
LIGHT_LOOP(3)