diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/moonF.glsl | 10 | 
1 files changed, 6 insertions, 4 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index b66b56e0fb..947c301110 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -35,6 +35,7 @@ out vec4 frag_color;  uniform vec4 color;  uniform vec4 sunlight_color; +uniform vec4 moonlight_color;  uniform vec3 lumWeights;  uniform float moon_brightness;  uniform float minLuminance; @@ -45,8 +46,8 @@ VARYING vec2 vary_texcoord0;  void main()   { -	vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); -	vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy); +    vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy); +    vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);      vec4 c     = mix(moonA, moonB, blend_factor);      // mix factor which blends when sunlight is brighter @@ -55,8 +56,9 @@ void main()      float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);      vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; -	c.rgb = pow(c.rgb, exp); +    c.rgb = pow(c.rgb, exp); +    //c.rgb *= moonlight_color.rgb; -	frag_color = vec4(c.rgb, c.a); +    frag_color = vec4(c.rgb, c.a);  } | 
