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authorTofu Linden <tofu.linden@lindenlab.com>2010-04-02 15:20:35 +0100
committerTofu Linden <tofu.linden@lindenlab.com>2010-04-02 15:20:35 +0100
commitb41902d533f8064a9c185d28bfd28e2c9b078dcd (patch)
treea25945a67051f8bba31b0bd85aa84b3bfc4ae536
parentcf3c8e6af85a06fe40eb8d37129945573029d178 (diff)
ssreflections: water reflections strongly imply that the non-perspective reflection from eye is the right one.
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 8b2b983ba4..25733e80d1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -282,7 +282,8 @@ void main()
{
// the old infinite-sky shiny reflection
//
- vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz));
+ vec3 refnorm = normalize(reflect(vec3(0,0,-1), norm.xyz));
+ //vec3 refnorm = normalize(reflect(pos.xyz, norm.xyz));
float sa = dot(refnorm, vary_light.xyz);
vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*texture2D(lightFunc, vec2(sa, spec.a)).a;