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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl2
5 files changed, 5 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index dbd7abd7e5..b439fbbff6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -223,8 +223,7 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- //ambient = max(getAmbientClamp(), ambient); // keeps shadows dark
- ambient = 1.0 - ambient;
+ ambient = min(getAmbientClamp(), 1.0 - ambient);
vec3 sun_contrib = min(final_da, shadow) * sunlit;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 7533762a96..274d1818f0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -320,8 +320,7 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- //ambient = max(getAmbientClamp(), ambient);
- ambient = 1.0 - ambient;
+ ambient = min(getAmbientClamp(), 1.0 - ambient);
vec3 sun_contrib = min(final_da, shadow) * sunlit;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
index bea016300d..4134220306 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl
@@ -50,7 +50,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul,
{
float offset = shadow_bias * bias_mul;
stc.xyz /= stc.w;
- stc.z += offset * 3.0;
+ stc.z += offset * 2.0;
stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here
float cs = shadow2D(shadowMap, stc.xyz).x;
float shadow = cs * 4.0;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index b6e3951ee3..2a24915ade 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -106,8 +106,7 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- //ambient = max(getAmbientClamp(), ambient);
- ambient = 1.0 - ambient;
+ ambient = min(getAmbientClamp(), 1.0 - ambient);
vec3 sun_contrib = final_da * sunlit;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 8fea4e5d27..180f38b1e1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -157,6 +157,6 @@ void main()
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
frag_data[0] = vec4(color.rgb, 0); // diffuse
- frag_data[1] = vec4(specular * 0.15, 0.5); // speccolor, spec
+ frag_data[1] = vec4(specular * 0.5, 0.5); // speccolor, spec
frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0
}