diff options
Diffstat (limited to 'indra')
| -rw-r--r-- | indra/newview/app_settings/settings.xml | 6 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/objects/previewV.glsl | 29 | 
2 files changed, 6 insertions, 29 deletions
| diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index a6dce3cceb..1a75456725 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> 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;  } | 
