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| author | Runitai Linden <davep@lindenlab.com> | 2020-03-06 11:05:55 -0600 | 
|---|---|---|
| committer | Runitai Linden <davep@lindenlab.com> | 2020-03-06 11:05:55 -0600 | 
| commit | 7d0cf70e4f335056e0d81b0b48264e5dda5be668 (patch) | |
| tree | a07bac4e4ea4b095d93dcde6aeff07786f00e1d1 | |
| parent | ecf8c6f520b02077d5ec575bae83022f59bf73e5 (diff) | |
Fix for under water being much brighter and mismatching between alpha and deferred.  Don't make terrain fullbright under water.
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 | 
