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path: root/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl10
1 files changed, 5 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
index 7059ff31ae..7c3697c333 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsSpecularV.glsl
@@ -1,5 +1,5 @@
/**
- * @file sumLightsSpecularV.glsl
+ * @file class1\lighting\sumLightsSpecularV.glsl
*
* $LicenseInfo:firstyear=2005&license=viewerlgpl$
* Second Life Viewer Source Code
@@ -26,7 +26,7 @@
float calcDirectionalLightSpecular(inout vec4 specular, vec3 view, vec3 n, vec3 l, vec3 lightCol, float da);
-vec3 atmosAmbient(vec3 light);
+vec3 atmosAmbient();
vec3 atmosAffectDirectionalLight(float lightIntensity);
vec3 atmosGetDiffuseSunlightColor();
vec3 scaleDownLight(vec3 light);
@@ -34,7 +34,7 @@ vec3 scaleDownLight(vec3 light);
uniform vec4 light_position[8];
uniform vec3 light_diffuse[8];
-vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor, vec4 baseCol)
+vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor)
{
vec4 col = vec4(0,0,0, color.a);
@@ -45,8 +45,8 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor
col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);
col.rgb = scaleDownLight(col.rgb);
- col.rgb += atmosAmbient(baseCol.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz,atmosGetDiffuseSunlightColor()*baseCol.a, 1.0));
+ col.rgb += atmosAmbient();
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLightSpecular(specularSum, view, norm, light_position[0].xyz, atmosGetDiffuseSunlightColor(), 1.0));
col.rgb = min(col.rgb * color.rgb, 1.0);
specularColor.rgb = min(specularColor.rgb * specularSum.rgb, 1.0);