diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl | 10 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl | 10 | 
2 files changed, 8 insertions, 12 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index eec655e3df..05a32578c1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -42,12 +42,7 @@ void main()  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); -	vec4 col; -	col.a = gl_Color.a; -	 -	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); -	col.rgb = scaleUpLight(col.rgb); +	vec4 col(0.0, 0.0, 0.0, gl_Color.a);  	// Collect normal lights (need to be divided by two, as we later multiply by 2)  	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); @@ -59,6 +54,9 @@ void main()  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); +	// Add windlight lights +	col.rgb += atmosAmbient(vec3(0.)); +	  	vary_light = gl_LightSource[0].position.xyz;  	vary_ambient = col.rgb*gl_Color.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl index 488bd677e1..d63baeb913 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/avatarAlphaV.glsl @@ -53,12 +53,7 @@ void main()  	calcAtmospherics(pos.xyz);  	//vec4 color = calcLighting(pos.xyz, norm, gl_Color, vec4(0.)); -	vec4 col; -	col.a = gl_Color.a; -	 -	// Add windlight lights -	col.rgb = atmosAmbient(vec3(0.)); -	col.rgb = scaleUpLight(col.rgb); +	vec4 col(0.0, 0.0, 0.0, gl_Color.a);  	// Collect normal lights (need to be divided by two, as we later multiply by 2)  	col.rgb += gl_LightSource[2].diffuse.rgb*calcPointLightOrSpotLight(pos.xyz, norm, gl_LightSource[2].position, gl_LightSource[2].spotDirection.xyz, gl_LightSource[2].linearAttenuation, gl_LightSource[2].specular.a); @@ -70,6 +65,9 @@ void main()  	col.rgb += gl_LightSource[1].diffuse.rgb*calcDirectionalLight(norm, gl_LightSource[1].position.xyz);  	col.rgb = scaleDownLight(col.rgb); +	// Add windlight lights +	col.rgb += atmosAmbient(vec3(0.)); +	  	vary_ambient = col.rgb*gl_Color.rgb;  	vary_directional = gl_Color.rgb*atmosAffectDirectionalLight(max(calcDirectionalLight(norm, gl_LightSource[0].position.xyz), (1.0-gl_Color.a)*(1.0-gl_Color.a))); | 
