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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl18
1 files changed, 1 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index d2fd70c9e2..2615400e52 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -115,7 +115,6 @@ void main()
float light_gamma = 1.0/1.3;
da = pow(da, light_gamma);
-
vec4 diffuse = texture2DRect(diffuseRect, tc);
//convert to gamma space
@@ -133,14 +132,6 @@ void main()
float ambocc = scol_ambocc.g;
- vec3 sunlit;
- vec3 amblit;
- vec3 additive;
- vec3 atten;
-
- //calcFragAtmospherics(pos.xyz, ambocc, sunlit, amblit, additive, atten);
- //col += atmosFragAffectDirectionalLight(max(min(da, scol), 0.0), sunlit);
-
col *= diffuse.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
@@ -158,8 +149,7 @@ void main()
bloom = dot(spec_contrib, spec_contrib) / 6;
col += spec_contrib;
}
-
-
+
col = mix(col, diffuse.rgb, diffuse.a);
if (envIntensity > 0.0)
@@ -169,12 +159,6 @@ void main()
col = mix(col.rgb, refcol, envintensity);
}
- if (norm.w < 0.5)
- {
- //col = mix(atmosFragLighting(col, additive, atten), fullbrightFragAtmosTransport(col, atten, additive), diffuse.a);
- //col = mix(scaleFragSoftClip(col), fullbrightScaleSoftClipFrag(col, atten), diffuse.a);
- }
-
#ifdef WATER_FOG
vec4 fogged = applyWaterFogView(pos,vec4(col, bloom));
col = fogged.rgb;