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author | Tofu Linden <tofu.linden@lindenlab.com> | 2010-08-24 19:22:00 +0100 |
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committer | Tofu Linden <tofu.linden@lindenlab.com> | 2010-08-24 19:22:00 +0100 |
commit | e416840f85dc4a367894036b9fe483f17d959c54 (patch) | |
tree | e12956cbe7a0082bbaaa545cb80d9e86b13f88e8 /indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | |
parent | 98cc2365034a93c69704daa69efb389799cc9627 (diff) |
Backed out changeset c3d41f18ce2b
back-out the back-out for this branch. yay.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/waterF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 14 |
1 files changed, 7 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index d21575119d..361ae8dc84 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -115,7 +115,7 @@ void main() vec4 fb = texture2D(screenTex, distort2); //mix with reflection - // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug + // 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 * 0.99999); float shadow = 1.0; @@ -131,11 +131,11 @@ void main() //color.rgb = scaleSoftClip(color.rgb); //color.a = spec * sunAngle2; - //wavef.z = -0.25f; - wavef = normalize(wavef); - wavef = (norm_mat*vec4(wavef, 1.0)).xyz; + //wavef.z *= 0.1f; + //wavef = normalize(wavef); + vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz; - gl_FragData[0] = vec4(color.rgb, 0.75); - gl_FragData[1] = vec4(1,1,1, 0.8); - gl_FragData[2] = vec4(wavef*0.5+0.5, 0.0); + gl_FragData[0] = vec4(color.rgb, 0.5); // diffuse + gl_FragData[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec + gl_FragData[2] = vec4(screenspacewavef.xy*0.5+0.5, screenspacewavef.z, screenspacewavef.z*0.5); // normalxyz, displace } |