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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl3
-rw-r--r--indra/newview/lldrawpoolalpha.cpp2
2 files changed, 3 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 29aea62f7b..d525b673bf 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -157,7 +157,8 @@ void main()
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbes(irradiance, radiance, pos.xyz, norm.xyz, gloss);
- irradiance = max(amblit*1.725,irradiance*ambocc);
+
+ irradiance = max(amblit*1.725,irradiance);
vec3 f0 = vec3(0.04);
vec3 baseColor = diffuse.rgb;
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 8d07c6f8dd..a985807a38 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -751,7 +751,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
if (current_shader != target_shader)
{// If we need shaders, and we're not ALREADY using the proper shader, then bind it
// (this way we won't rebind shaders unnecessarily).
- target_shader->bind();
+ gPipeline.bindDeferredShader(*target_shader);
}
LLVector4 spec_color(1, 1, 1, 1);