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path: root/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl4
1 files changed, 1 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
index bc7e6dd865..b4f4850646 100644
--- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl
@@ -41,15 +41,13 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
-
col.rgb += light_diffuse[2].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
col.rgb += light_diffuse[3].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
-
col.rgb = scaleDownLight(col.rgb);
// Add windlight lights
col.rgb += atmosAmbient(baseLight.rgb);
- col.rgb += light_diffuse[0].rgb * calcDirectionalLight(norm, light_position[0].xyz));
+ col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
col.rgb = min(col.rgb*color.rgb, 1.0);