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-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/lightV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl7
2 files changed, 11 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
index effe4c5971..eca8515212 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
@@ -33,7 +33,11 @@ float getAmbientClamp();
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
vec4 c = sumLights(pos, norm, color);
+
+#if !defined(AMBIENT_KILL)
c.rgb += atmosAmbient() * color.rgb * getAmbientClamp();
+#endif
+
return c;
}
diff --git a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
index 81da6688c2..38dd850296 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/sumLightsV.glsl
@@ -51,8 +51,15 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color)
col.rgb += light_diffuse[1].rgb*calcDirectionalLight(norm, light_position[1].xyz);
col.rgb = scaleDownLight(col.rgb);
+#if defined(LOCAL_LIGHT_KILL)
+ col.rgb = vec3(0);
+#endif
+
// Add windlight lights
+#if !defined(SUNLIGHT_KILL)
col.rgb += atmosAffectDirectionalLight(calcDirectionalLight(norm, light_position[0].xyz));
+#endif
+
col.rgb = min(col.rgb*color.rgb, 1.0);
return col;