diff options
Diffstat (limited to 'indra')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 8 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 8 | 
2 files changed, 4 insertions, 12 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index b1dce665a1..705cc2f04e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -81,11 +81,7 @@ void main()      norm.xyz = getNorm(tc);      vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; -    float da = dot(normalize(norm.xyz), light_dir.xyz); -          da = clamp(da, -1.0, 1.0); - -    float final_da = da; -          final_da = clamp(final_da, 0.0, 1.0); +    float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);      vec4 diffuse_srgb = texture2DRect(diffuseRect, tc);      vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); @@ -108,7 +104,7 @@ void main()          ambient *= ambient;          ambient = (1.0 - ambient); -        vec3 sun_contrib = final_da * sunlit; +        vec3 sun_contrib = da * sunlit;  #if !defined(AMBIENT_KILL)          color.rgb = amblit; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index f49fad5517..593706867d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -85,11 +85,7 @@ void main()      float scol = 1.0;      vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; -    float da = dot(normalize(norm.xyz), light_dir.xyz); -          da = clamp(da, -1.0, 1.0); - -    float final_da = da; -          final_da = clamp(final_da, 0.0, 1.0); +    float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);      vec4 diffuse_srgb   = texture2DRect(diffuseRect, tc);      vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); @@ -116,7 +112,7 @@ void main()          ambient *= ambient;          ambient = (1.0 - ambient); -        vec3 sun_contrib = min(scol, final_da) * sunlit; +        vec3 sun_contrib = min(scol, da) * sunlit;  #if !defined(AMBIENT_KILL)          color.rgb = amblit; | 
