diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl | 13 | 
2 files changed, 9 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index d175d2b518..17ac5a276d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -105,7 +105,7 @@ void main()  	vec4 pos = vec4(vary_position, 1.0);  #if INDEX_MODE == INDEXED -	vec4 diff = diffuseLookup(vary_texcoord0.xy); +	vec4 diff= diffuseLookup(vary_texcoord0.xy);  #else  	vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy);  #endif @@ -117,7 +117,7 @@ void main()  #endif  	vec3 normal = vary_norm;  -	 +  	vec3 l = light_position[0].xyz;  	vec3 dlight = calcDirectionalLight(normal, l);  	dlight = dlight * vary_directional.rgb * vary_pointlight_col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 4c26621a88..a4b4cd51e3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -80,13 +80,13 @@ uniform vec3 light_direction[8];  uniform vec3 light_attenuation[8];   uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l)  {          float a = max(dot(n,l),0.0); -        return a; +        return vec3(a,a,a);  } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight)  {  	//get light vector  	vec3 lv = lp.xyz-v; @@ -113,7 +113,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  		da *= max(dot(n, lv), 0.0);		  	} -	return da;	 +	return vec3(da,da,da);	  }  void main() @@ -177,10 +177,11 @@ void main()  	col.rgb = vec3(0,0,0);  	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); +	col.rgb = atmosAmbient(col.rgb);  	vary_ambient = col.rgb*diffuse_color.rgb; -	vary_directional.rgb = atmosAffectDirectionalLight(1); + +	vary_directional.rgb = atmosAffectDirectionalLight(1.0f);  	col.rgb = col.rgb*diffuse_color.rgb;  #if INDEX_MODE != NON_INDEXED_NO_COLOR  | 
