diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 5 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 6 |
2 files changed, 4 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index a5076ef609..fdbf5ec840 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -118,7 +118,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec float amb_da = ambiance; amb_da *= dist_atten; amb_da += (da*0.5) * ambiance; - amb_da += (da*da*0.5 + 0.5) * ambiance; + amb_da += (da*da*0.5 + 0.25) * ambiance; amb_da = min(amb_da, 1.0f - lit); col.rgb += amb_da * light_col * diffuse; @@ -198,7 +198,7 @@ void main() float ambient = abs(da); ambient *= 0.5; ambient *= ambient; - ambient = 1.0 - ambient * smoothstep(0.0, 0.3, shadow); + ambient = 1.0 - ambient; vec3 sun_contrib = min(da, shadow) * sunlit; @@ -228,7 +228,6 @@ void main() color.rgb += light.rgb; color.rgb = linear_to_srgb(color.rgb); - #endif #ifdef WATER_FOG diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 5f4f1677d7..ae2dd24b19 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -112,7 +112,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe //angular attenuation da = dot(n, lv); da *= clamp(da, 0.0, 1.0); - da *= pow(da, 1.0 / 1.3); float lit = max(da * dist_atten, 0.0); @@ -294,16 +293,15 @@ void main() da = clamp(da, 0.0, 1.0); da = pow(da, 1.0 / 1.3); - col.rgb = amblit; - float ambient = abs(da); ambient *= 0.5; ambient *= ambient; - ambient = 1.0 - ambient * smoothstep(0.0, 0.3, shadow); + ambient = 1.0 - ambient; float final_da = min(da, shadow); vec3 sun_contrib = final_da * sunlit; + col.rgb = amblit; col.rgb *= ambient; col.rgb += sun_contrib; col.rgb *= diffuse.rgb; |