From 1237c123873b98f2987d8d9fb573f6f88f8eebc2 Mon Sep 17 00:00:00 2001
From: Tofu Linden <tofu.linden@lindenlab.com>
Date: Thu, 28 Jan 2010 21:49:31 -0800
Subject: cheaper, cuter way to deal with spot vs point in the shader

---
 indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
index b2d6d23b1e..4525bf80b2 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFuncV.glsl
@@ -48,7 +48,7 @@ float calcPointLight2(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float is_omnid
 	float da = clamp(1.0/(la * d), 0.0, 1.0);
 	
 	//angular attenuation
-	da *= clamp(dot(-ln, lv)+is_omnidirectional, 0.0, 1.0) * calcDirectionalLight(n, lv);
+	da *= max(dot(-ln, lv),is_omnidirectional) * calcDirectionalLight(n, lv);
 
 	return da;	
 }
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