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path: root/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl7
1 files changed, 4 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
index 63c7a6b13d..9c7a332417 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl
@@ -49,6 +49,7 @@ VARYING vec3 vary_pointlight_col;
VARYING vec4 vertex_color;
VARYING vec2 vary_texcoord0;
+uniform vec4 color;
uniform float near_clip;
uniform float shadow_offset;
@@ -125,17 +126,17 @@ void main()
col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].y, light_attenuation[6].z);
col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].y, light_attenuation[7].z);
- vary_pointlight_col = col.rgb;
+ vary_pointlight_col = col.rgb*color.rgb;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb;
+ vary_ambient = col.rgb*color.rgb;
vary_directional = atmosAffectDirectionalLight(max(calcDirectionalLight(norm, light_position[0].xyz), 0.0));
- col.rgb = min(col.rgb, 1.0);
+ col.rgb = col.rgb*color.rgb;
vertex_color = col;