diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 52c69b46ea1602b00e16d0c347fa2fa99dafa3f7..2b5fa3979bcda52b09a5aa7c88e512aeb8787a69 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -277,7 +277,7 @@ void main() final_color.a = max(final_color.a, emissive_brightness); // Texture - // [x] Full Bright Object + // [x] Full Bright (emissive_brightness > 0.0) // Shininess (specular) // [X] Texture // Environment Intensity = 1 @@ -292,11 +292,14 @@ void main() // We remap the environment intensity to closely simulate what non-EEP is doing. // At midnight the brightness is exact. // At midday the brightness is very close. -#ifdef HAS_SKIN vec4 final_normal = vec4(abnormal, env_intensity, 0.0); -#else - float ei = env_intensity*0.5 + 0.5; - vec4 final_normal = vec4(abnormal, ei, 0.0); + +#ifdef HAS_SPECULAR_MAP + if( emissive_brightness > 0.0) + { + float ei = env_intensity*0.5 + 0.5; + final_normal = vec4(abnormal, ei, 0.0); + } #endif vec4 final_specular = spec;