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-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightV.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl8
2 files changed, 14 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
index 38230836eb..5e39d1629d 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl
@@ -28,11 +28,16 @@
// All lights, no specular highlights
vec3 atmosAmbient();
vec4 sumLights(vec3 pos, vec3 norm, vec4 color);
+float getAmbientClamp();
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
vec4 c = sumLights(pos, norm, color);
- c.rgb += atmosAmbient() * color.rgb * 0.5;
+
+#if !defined(AMBIENT_KILL)
+ c.rgb += atmosAmbient() * color.rgb * 0.5 * getAmbientClamp();
+#endif
+
return c;
}
diff --git a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
index 761ac29ee2..0c3ea4231e 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/sumLightsV.glsl
@@ -39,7 +39,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
col.rgb = light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
+
+#if defined(LOCAL_LIGHT_KILL)
+ col.rgb = vec3(0);
+#endif
+
+#if !defined(SUNLIGHT_KILL)
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
+#endif
+
col.rgb = min(col.rgb*color.rgb, 1.0);
return col;
}