diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
4 files changed, 7 insertions, 4 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl index 15781bc92d..b07c1fda9b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaSkinnedV.glsl @@ -105,7 +105,7 @@ void main()  	vec4 frag_pos = projection_matrix * pos;  	gl_Position = frag_pos; -	 +	GL  	vary_position = pos.xyz;  	vary_normal = norm;	 diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl index bf6ed5988e..265d548ce9 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightSpecularV.glsl @@ -26,6 +26,7 @@  uniform vec4 light_position[8];  uniform vec3 light_diffuse[8]; +uniform vec4 light_ambient;  float calcDirectionalLight(vec3 n, vec3 l); @@ -36,7 +37,7 @@ vec4 calcLightingSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularCo  	vec4 col;  	col.a = color.a; -	col.rgb = baseCol.rgb;  //need ambient? +	col.rgb = baseCol.rgb + light_ambient.rgb;  	col.rgb += light_diffuse[0].rgb*calcDirectionalLight(norm, light_position[0].xyz);  	col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl index 79e2207932..b886f97743 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightV.glsl @@ -26,6 +26,7 @@  uniform vec4 light_position[8];  uniform vec3 light_diffuse[8]; +uniform vec4 light_ambient;  float calcDirectionalLight(vec3 n, vec3 l); @@ -34,7 +35,7 @@ vec4 calcLighting(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)  	vec4 col;  	col.a = color.a; -	col.rgb = baseLight.rgb;  //need ambient? +	col.rgb = baseLight.rgb+light_ambient.rgb;    	col.rgb += light_diffuse[0].rgb*calcDirectionalLight(norm, light_position[0].xyz);  	col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl index 9aa583afa1..ed0249330e 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsHelpersV.glsl @@ -24,10 +24,11 @@   */  uniform vec3 light_diffuse[8]; +uniform vec4 light_ambient;  vec3 atmosAmbient(vec3 light)  { -	return light;  //need ambient? +	return light + light_ambient.rgb;  }  vec3 atmosAffectDirectionalLight(float lightIntensity) | 
