diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
3 files changed, 18 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl index 83815b1786..9629cfe824 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaSkinnedV.glsl @@ -61,6 +61,12 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 1660f9687e..1586aab0f2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -63,6 +63,12 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 84c27edb26..44aaa98b97 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -60,6 +60,12 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; +float calcDirectionalLight(vec3 n, vec3 l) +{ + float a = max(dot(n,l),0.0); + return a; +} + float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector |