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authorGraham Linden <graham@lindenlab.com>2019-06-28 14:47:24 -0700
committerGraham Linden <graham@lindenlab.com>2019-06-28 14:47:24 -0700
commit83d3e565f702c5c7baefbe7800428ae80da134c5 (patch)
tree366db6196ce445f3681dcdce51843fb2b267d833
parent4e796ce8982e4e64e91a221c4acd78099c5bf58d (diff)
Modify water blend between refl and refr maps to preserve sunset colors more like non-ALM.
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl8
1 files changed, 5 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 8554ebef0b..b24da15a07 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -155,16 +155,18 @@ void main()
vec2 distort2 = distort+wavef.xy*(refScale * 0.01)/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
+ fb.rgb = srgb_to_linear(fb.rgb);
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.999999);
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.49999 + 0.5);
vec4 pos = vary_position;
color.rgb += spec * specular;
-
- color.rgb = atmosTransport(color.rgb);
+
+ //color.rgb = atmosTransport(color.rgb);
+ color.rgb *= 2.0f;
color.rgb = scaleSoftClip(color.rgb);
color.a = spec * sunAngle2;