diff options
Diffstat (limited to 'indra/newview/app_settings')
4 files changed, 12 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index d175d2b518..17ac5a276d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -105,7 +105,7 @@ void main() vec4 pos = vec4(vary_position, 1.0); #if INDEX_MODE == INDEXED - vec4 diff = diffuseLookup(vary_texcoord0.xy); + vec4 diff= diffuseLookup(vary_texcoord0.xy); #else vec4 diff = texture2D(diffuseMap,vary_texcoord0.xy); #endif @@ -117,7 +117,7 @@ void main() #endif vec3 normal = vary_norm; - + vec3 l = light_position[0].xyz; vec3 dlight = calcDirectionalLight(normal, l); dlight = dlight * vary_directional.rgb * vary_pointlight_col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl index 4c26621a88..a4b4cd51e3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl @@ -80,13 +80,13 @@ uniform vec3 light_direction[8]; uniform vec3 light_attenuation[8]; uniform vec3 light_diffuse[8]; -float calcDirectionalLight(vec3 n, vec3 l) +vec3 calcDirectionalLight(vec3 n, vec3 l) { float a = max(dot(n,l),0.0); - return a; + return vec3(a,a,a); } -float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) +vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight) { //get light vector vec3 lv = lp.xyz-v; @@ -113,7 +113,7 @@ float calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, floa da *= max(dot(n, lv), 0.0); } - return da; + return vec3(da,da,da); } void main() @@ -177,10 +177,11 @@ void main() col.rgb = vec3(0,0,0); // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); + col.rgb = atmosAmbient(col.rgb); vary_ambient = col.rgb*diffuse_color.rgb; - vary_directional.rgb = atmosAffectDirectionalLight(1); + + vary_directional.rgb = atmosAffectDirectionalLight(1.0f); col.rgb = col.rgb*diffuse_color.rgb; #if INDEX_MODE != NON_INDEXED_NO_COLOR diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index db58c19057..59950a88ef 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -211,7 +211,7 @@ void main() #endif vec3 normal = vary_norm; - + vec3 l = light_position[0].xyz; vec3 dlight = calcDirectionalLight(normal, l); dlight = dlight * vary_directional.rgb * vary_pointlight_col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl index 46fd8da4f8..dc4dd5d5e9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaV.glsl @@ -176,14 +176,14 @@ void main() //vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.)); vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a); - vec3 dff = pow(diffuse_color.rgb, vec3(2.2)); + vec3 dff = pow(diffuse_color.rgb, vec3(2.2f,2.2f,2.2f)); vary_pointlight_col = dff; col.rgb = vec3(0,0,0); // Add windlight lights - col.rgb = atmosAmbient(vec3(0.)); + col.rgb = atmosAmbient(col.rgb); vary_directional.rgb = atmosAffectDirectionalLight(1); vary_ambient = col.rgb*dff; |