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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl21
1 files changed, 10 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index d7407332e5..eb367d4ad6 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -23,10 +23,12 @@
* $/LicenseInfo$
*/
-
-
#extension GL_ARB_texture_rectangle : enable
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 gl_FragColor;
+#endif
+
uniform sampler2DRect diffuseRect;
uniform sampler2DRect specularRect;
uniform sampler2DRect normalMap;
@@ -65,8 +67,9 @@ uniform mat3 ssao_effect_mat;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-varying vec4 vary_light;
-varying vec2 vary_fragcoord;
+uniform vec3 sun_dir;
+
+VARYING vec2 vary_fragcoord;
vec3 vary_PositionEye;
@@ -145,10 +148,6 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
vec3 P = inPositionEye;
setPositionEye(P);
- //(TERRAIN) limit altitude
- if (P.y > max_y.x) P *= (max_y.x / P.y);
- if (P.y < -max_y.x) P *= (-max_y.x / P.y);
-
vec3 tmpLightnorm = lightnorm.xyz;
vec3 Pn = normalize(P);
@@ -282,7 +281,7 @@ void main()
norm = vec3((norm.xy-0.5)*2.0,norm.z); // unpack norm
//vec3 nz = texture2D(noiseMap, vary_fragcoord.xy/128.0).xyz;
- float da = max(dot(norm.xyz, vary_light.xyz), 0.0);
+ float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
@@ -309,8 +308,8 @@ void main()
// the old infinite-sky shiny reflection
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
- float sa = dot(refnormpersp, vary_light.xyz);
- vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;
+ float sa = dot(refnormpersp, sun_dir.xyz);
+ vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).r;
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;