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authorRunitai Linden <davep@lindenlab.com>2020-03-06 11:05:55 -0600
committerRunitai Linden <davep@lindenlab.com>2020-03-06 11:05:55 -0600
commit7d0cf70e4f335056e0d81b0b48264e5dda5be668 (patch)
treea07bac4e4ea4b095d93dcde6aeff07786f00e1d1
parentecf8c6f520b02077d5ec575bae83022f59bf73e5 (diff)
Fix for under water being much brighter and mismatching between alpha and deferred. Don't make terrain fullbright under water.
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl4
3 files changed, 2 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 19e737326d..54abd56625 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -154,11 +154,7 @@ vec3 post_diffuse = color.rgb;
vec3 post_spec = color.rgb;
-#ifdef WATER_FOG
- color.rgb += diffuse_srgb.rgb * diffuse_srgb.a * 0.25;
-#else
color.rgb = mix(color.rgb, diffuse_linear.rgb, diffuse_linear.a);
-#endif
if (envIntensity > 0.0)
{ //add environmentmap
@@ -209,6 +205,7 @@ vec3 post_atmo = color.rgb;
// convert to linear as fullscreen lights need to sum in linear colorspace
// and will be gamma (re)corrected downstream...
+
frag_color.rgb = srgb_to_linear(color.rgb);
- frag_color.a = 0.0; //bloom;
+ frag_color.a = bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index b7bc92c460..6b6eed9db8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -44,10 +44,6 @@ VARYING vec4 vary_texcoord1;
vec2 encode_normal(vec3 n);
-#ifdef WATER_FOG
-vec4 applyWaterFogView(vec3 pos, vec4 c);
-#endif
-
void main()
{
/// Note: This should duplicate the blending functionality currently used for the terrain rendering.
@@ -63,10 +59,6 @@ void main()
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
outColor.a = 0.0; // yes, downstream atmospherics
-#ifdef WATER_FOG
- outColor = applyWaterFogView(pos.xyz, outColor);
- outColor.a = 1.0; // no downstream atmo
-#endif
frag_data[0] = outColor;
frag_data[1] = vec4(0.0,0.0,0.0,-1.0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 58d573c724..9ebacd59c7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -162,11 +162,7 @@ vec3 post_diffuse = color.rgb;
vec3 post_spec = color.rgb;
-#ifdef WATER_FOG
- color.rgb += diffuse_srgb.rgb * diffuse_srgb.a * 0.25;
-#else
color.rgb = mix(color.rgb, diffuse_linear.rgb, diffuse_linear.a);
-#endif
if (envIntensity > 0.0)
{ //add environmentmap