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-rw-r--r--indra/newview/app_settings/settings.xml14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl4
3 files changed, 16 insertions, 4 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 94a2ca16f4..88e49bbd9e 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -7428,7 +7428,19 @@
<key>Value</key>
<integer>0</integer>
</map>
- <key>SafeMode</key>
+ <key>MeshThreadCount</key>
+ <map>
+ <key>Comment</key>
+ <string>Number of threads to use for loading meshes.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>U32</string>
+ <key>Value</key>
+ <integer>8</integer>
+ </map>
+
+ <key>SafeMode</key>
<map>
<key>Comment</key>
<string>Reset preferences, run in safe mode.</string>
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 651959413c..45884d5732 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -137,7 +137,7 @@ void main()
}
//float diff = clamp((proj_range-proj_focus)/proj_range, 0.0, 1.0);
- vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, proj_ambient_lod);
+ vec4 amb_plcol = texture2DLod(projectionMap, proj_tc.xy, proj_lod);
amb_da += (da*da*0.5+0.5)*proj_ambiance;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index a0026edcd2..4333cc64a7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -224,11 +224,11 @@ void main()
//spotlight shadow 1
vec4 lpos = shadow_matrix[4]*spos;
- gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.1).x;
+ gl_FragColor[2] = pcfShadow(shadowMap4, lpos, 0.8).x;
//spotlight shadow 2
lpos = shadow_matrix[5]*spos;
- gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.1).x;
+ gl_FragColor[3] = pcfShadow(shadowMap5, lpos, 0.8).x;
//gl_FragColor.rgb = pos.xyz;
//gl_FragColor.b = shadow;