diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
3 files changed, 3 insertions, 8 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl index e043ac873e..7870d0516f 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsSpecularV.glsl @@ -29,7 +29,6 @@ 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];  @@ -52,7 +51,6 @@ vec4 sumLightsSpecular(vec3 pos, vec3 norm, vec4 color, inout vec4 specularColor  	col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[5].xyz, light_attenuation[5].x, light_attenuation[5].y, light_diffuse[5].rgb);   	col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[6].xyz, light_attenuation[6].x, light_attenuation[6].y, light_diffuse[6].rgb);   	col.rgb += calcPointLightSpecular(specularSum, view, pos, norm, light_position[7].xyz, light_attenuation[7].x, light_attenuation[7].y, light_diffuse[7].rgb);  -	col.rgb = scaleDownLight(col.rgb);  	// Add windlight lights  	col.rgb += atmosAmbient(baseCol.rgb); diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl index b5dcd2eba2..9842d9ba93 100644 --- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl +++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl @@ -29,7 +29,6 @@ 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]; @@ -50,7 +49,6 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color, vec4 baseLight)  	col.rgb += light_diffuse[6].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[6], light_direction[6], light_attenuation[6].x, light_attenuation[6].z);  	col.rgb += light_diffuse[7].rgb*calcPointLightOrSpotLight(pos.xyz, norm, light_position[7], light_direction[7], light_attenuation[7].x, light_attenuation[7].z);  	col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz); -	col.rgb = scaleDownLight(col.rgb);  	// Add windlight lights  	col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz)); diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl index 5c93af386b..8195801be6 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl @@ -32,14 +32,13 @@ vec3 getAtmosAttenuation();  uniform int no_atmo; -vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { +vec3 atmosTransportFrag(vec3 light, vec3 additive, vec3 atten) +{      if (no_atmo == 1)  	{          return light;      } -	light *= atten.r; -	light += additive * 2.0; -	return light; +	return (light + additive) * atten * 2.0;  }  vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten) { | 
