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author | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2020-10-26 22:29:54 +0200 |
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committer | Andrey Kleshchev <andreykproductengine@lindenlab.com> | 2020-10-26 22:29:54 +0200 |
commit | 9b511e87f5f3d52f430b89aa61860d5409469db7 (patch) | |
tree | 6e49745f495d690181ed548f32692b52101482e1 | |
parent | f930717bacbfd2445e82d71537ccd11c2dd0e9b4 (diff) |
SL-13560 Water reflections do not reflect everything when ALM is enabled
Contribution
6 files changed, 14 insertions, 11 deletions
diff --git a/doc/contributions.txt b/doc/contributions.txt index 07a96d8766..28d702b38b 100755 --- a/doc/contributions.txt +++ b/doc/contributions.txt @@ -1347,7 +1347,8 @@ Sovereign Engineer MAINT-7343 SL-11079 OPEN-343 - SL-11625 + SL-11625 + BUG-229030 SpacedOut Frye VWR-34 VWR-45 diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl index b768d609f4..d87403c78f 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl @@ -43,13 +43,13 @@ void default_lighting() { vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - color *= vertex_color; - if (color.a < minimum_alpha) { discard; } - + + color *= vertex_color; + color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl index d04cd79f4b..37cac5f437 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl @@ -43,13 +43,13 @@ void fullbright_lighting_water() { vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - if (color.a < minimum_alpha) { discard; } + color.rgb *= vertex_color.rgb; + color.rgb = fullbrightAtmosTransport(color.rgb); frag_color = applyWaterFog(color); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl index 3b9c04b22b..c98db4795c 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -41,13 +41,15 @@ VARYING vec2 vary_texcoord0; void fullbright_lighting_water() { - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; + vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); if (color.a < minimum_alpha) { discard; } + color.rgb *= vertex_color.rgb; + color.rgb = fullbrightAtmosTransport(color.rgb); frag_color = applyWaterFog(color); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl index 0916797259..9c89c09573 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl @@ -41,13 +41,13 @@ void default_lighting_water() { vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - if (color.a < minimum_alpha) { discard; } + color.rgb *= vertex_color.rgb; + color.rgb = atmosLighting(color.rgb); frag_color = applyWaterFog(color); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl index f2a84f1d42..9de7a03180 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -43,13 +43,13 @@ void default_lighting_water() { vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - if (color.a < minimum_alpha) { discard; } + color.rgb *= vertex_color.rgb; + color.rgb = atmosLighting(color.rgb); color = applyWaterFog(color); |