diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl | 4 | 
2 files changed, 4 insertions, 4 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index eeab6ed03d..0223cef531 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -59,7 +59,7 @@ uniform vec2 screen_res;  vec3 getNorm(vec2 pos_screen);  vec4 getPositionWithDepth(vec2 pos_screen, float depth); -void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);  float getAmbientClamp();  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 scaleSoftClipFrag(vec3 l); @@ -109,7 +109,7 @@ void main()          vec3 additive;          vec3 atten; -        calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten, true); +        calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);          float ambient = da;          ambient *= 0.5; diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index baba79ca96..a4bd0d566b 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -32,7 +32,7 @@ void setPositionEye(vec3 v);  vec3 getAdditiveColor(); -void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);  void calcAtmospherics(vec3 inPositionEye) { @@ -42,7 +42,7 @@ void calcAtmospherics(vec3 inPositionEye) {      vec3 tmpamblit = vec3(1);      vec3 tmpaddlit = vec3(1);      vec3 tmpattenlit = vec3(1); -    calcAtmosphericVars(inPositionEye, 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false); +    calcAtmosphericVars(inPositionEye, vec3(0), 1, tmpsunlit, tmpamblit, tmpaddlit, tmpattenlit, false);      setSunlitColor(tmpsunlit);      setAmblitColor(tmpamblit);      setAdditiveColor(tmpaddlit); | 
