diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/lighting')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl | 2 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl | 3 | 
2 files changed, 5 insertions, 0 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl index eef259349f..3acf9fe883 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsSpecularV.glsl @@ -31,6 +31,7 @@ vec3 calcPointLightSpecular(inout vec4 specular, vec3 view, vec3 v, vec3 n, vec3  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity);  vec3 atmosGetDiffuseSunlightColor(); +vec3 scaleDownLight(vec3 light);  uniform vec4 light_position[8];  uniform vec3 light_attenuation[8];  @@ -49,6 +50,7 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor  	col.rgb += light_diffuse[1].rgb * calcDirectionalLightSpecular(specularColor, view, norm, light_position[1].xyz,light_diffuse[1].rgb, 1.0);  	col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[2].xyz, light_attenuation[2].x, light_attenuation[2].y, light_diffuse[2].rgb);   	col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[3].xyz, light_attenuation[3].x, light_attenuation[3].y, light_diffuse[3].rgb);  +	col.rgb = scaleDownLight(col.rgb);  	// Add windlight lights  	col.rgb += atmosAmbient(baseCol.rgb); diff --git a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl index b42506dd40..c9987ef3b9 100644 --- a/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class2/lighting/sumLightsV.glsl @@ -28,6 +28,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa  vec3 atmosAmbient(vec3 light);  vec3 atmosAffectDirectionalLight(float lightIntensity); +vec3 scaleDownLight(vec3 light);  uniform vec4 light_position[8];  uniform vec3 light_direction[8]; @@ -44,6 +45,8 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)  	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 += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); | 
