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authorGraham Linden <graham@lindenlab.com>2019-05-07 15:09:30 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-07 15:09:30 -0700
commit570bbdb779f5e4be0c1804862bdffc9c5a1beb1b (patch)
treed385cf1b353b3d31b022c29a224b538b272ac1b8 /indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
parentc61f73321dbef9f0f5741830bfbaa8facd6ec060 (diff)
Fix diffuse boost which we don't want underwater, but do want in other cases.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl4
1 files changed, 4 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index fb9f6d7f37..b6e3951ee3 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -153,6 +153,10 @@ vec3 post_diffuse = color.rgb;
vec3 post_spec = color.rgb;
+#ifndef WATER_FOG
+ color.rgb += diffuse_srgb.a * diffuse_srgb.rgb;
+#endif
+
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;