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-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl4
3 files changed, 2 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
index 85cddc647d..20e44d74d5 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncSpecularV.glsl
@@ -23,14 +23,6 @@
* $/LicenseInfo$
*/
-
-
-float calcDirectionalLight(vec3 n, vec3 l)
-{
- float a = max(dot(n,l),0.0);
- return a;
-}
-
float calcDirectionalSpecular(vec3 view, vec3 n, vec3 l)
{
return pow(max(dot(reflect(view, n),l), 0.0),8.0);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index a9288b3df6..8defcf9f52 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -28,7 +28,7 @@
float calcDirectionalLight(vec3 n, vec3 l)
{
- float a = max(dot(n,l),0.0);
+ float a = max(dot(n,normalize(l)),0.0);
return a;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
index 41288c21c1..7d699a4967 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -38,12 +38,10 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
col.a = color.a;
col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
+ col.rgb += light_diffuse[0].rgb * calcDirectionalLight(norm, light_position[0].xyz);
col.rgb = scaleDownLight(col.rgb);
col.rgb += atmosAmbient(baseLight.rgb);
- col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
-
col.rgb = min(col.rgb*color.rgb, 1.0);
-
return col;
}