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-rw-r--r--indra/newview/app_settings/settings.xml17
-rw-r--r--indra/newview/app_settings/shaders/class1/objects/previewV.glsl29
2 files changed, 17 insertions, 29 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 5d775622a0..bff7de6e28 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -8110,9 +8110,9 @@
<string>Color4</string>
<key>Value</key>
<array>
- <real>1.0</real>
- <real>1.0</real>
- <real>1.0</real>
+ <real>0.33</real>
+ <real>0.33</real>
+ <real>0.33</real>
<real>1.0</real>
</array>
</map>
@@ -16919,5 +16919,16 @@
<key>Value</key>
<integer>0</integer>
</map>
+ <key>MFAHash</key>
+ <map>
+ <key>Comment</key>
+ <string>Override MFA state hash for authentication</string>
+ <key>Persist</key>
+ <integer>0</integer>
+ <key>Type</key>
+ <string>String</string>
+ <key>Value</key>
+ <string></string>
+ </map>
</map>
</llsd>
diff --git a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
index 4bb588335a..5886f47cbc 100644
--- a/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
+++ b/indra/newview/app_settings/shaders/class1/objects/previewV.glsl
@@ -51,30 +51,6 @@ float calcDirectionalLight(vec3 n, vec3 l)
return a;
}
-
-float calcLocalLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_pointlight)
-{
- //get light vector
- vec3 lv = lp.xyz-v;
-
- //get distance
- float d = length(lv);
-
- //normalize light vector
- lv *= 1.0/d;
-
- //distance attenuation
- float da = clamp(1.0/(la * d), 0.0, 1.0);
-
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
-
- //angular attenuation
- da *= calcDirectionalLight(n, lv);
-
- return da;
-}
//====================================================================================================
@@ -91,7 +67,8 @@ void main()
// Collect normal lights (need to be divided by two, as we later multiply by 2)
col.rgb += light_diffuse[1].rgb * calcDirectionalLight(norm, light_position[1].xyz);
- col.rgb += light_diffuse[2].rgb*calcLocalLight(pos.xyz, norm, light_position[2], light_direction[2], light_attenuation[2].x, light_attenuation[2].z);
- col.rgb += light_diffuse[3].rgb*calcLocalLight(pos.xyz, norm, light_position[3], light_direction[3], light_attenuation[3].x, light_attenuation[3].z);
+ col.rgb += light_diffuse[2].rgb * calcDirectionalLight(norm, light_position[2].xyz);
+ col.rgb += light_diffuse[3].rgb * calcDirectionalLight(norm, light_position[3].xyz);
+
vertex_color = col*color;
}