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| author | Jonathan "Geenz" Goodman <geenz@lindenlab.com> | 2025-02-24 17:20:48 -0500 | 
|---|---|---|
| committer | GitHub <noreply@github.com> | 2025-02-24 17:20:48 -0500 | 
| commit | 5b425eb9dc72256ee18bed4f7235ea1c060ef951 (patch) | |
| tree | 78d884577e9b6d158fb430eefeff08f3121e4617 | |
| parent | 5b968b7209d5e104e4b6152b8fc0fbbb37d1674a (diff) | |
| parent | 62cf4781af0363c551a2e09710682cad57bdf294 (diff) | |
Merge pull request #3602 from secondlife/geenz/eep-setting-fixes
- #3594 Adjustments to mitigate sun reflection being too narrow.
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/lldrawpoolwater.cpp | 2 | 
2 files changed, 3 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 35b2f8bd10..2121088405 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -255,7 +255,7 @@ void main()      shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort);  #endif -    vec3 sunlit_linear = srgb_to_linear(sunlit); +    vec3 sunlit_linear = sunlit;      float fade = 1;  #ifdef TRANSPARENT_WATER      float depth = texture(depthMap, distort).r; @@ -317,7 +317,7 @@ void main()      pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc); -    vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow; +    vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow * atten;      radiance *= df2.y;      //radiance = toneMapNoExposure(radiance);      vec3 color = vec3(0); diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index 32de0e5ee7..7d58511d41 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -213,7 +213,7 @@ void LLDrawPoolWater::renderPostDeferred(S32 pass)      else if (tex_b && !tex_a)      {          shader->bindTexture(LLViewerShaderMgr::BUMP_MAP, tex_b); -        tex_a->setFilteringOption(filter_mode); +        tex_b->setFilteringOption(filter_mode);          blend_factor = 0; // only one tex provided, no blending      }      else if (tex_b != tex_a) | 
