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authorGraham Linden <graham@lindenlab.com>2019-06-27 09:46:15 -0700
committerGraham Linden <graham@lindenlab.com>2019-06-27 09:46:15 -0700
commit774d91b20bcc1ac57ab29d58fc492ec369d1fc44 (patch)
treed2009924edf8d46ee8bdf5ebb8c533954f8854fe
parent8ba159fed90fc221003e85c5d2d3b82ec30d81bf (diff)
SL-11503
Make underwater terrain shader mult vert lighting.
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl4
1 files changed, 3 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
index 937f38842f..bbfec3b532 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
@@ -55,8 +55,10 @@ void main()
float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-
+
+ outColor.rgb *= vertex_color.rgb;
outColor = applyWaterFog(outColor);
+
frag_color = outColor;
}