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Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl6
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;