diff options
author | Graham Linden <graham@lindenlab.com> | 2019-01-07 16:47:16 -0800 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-01-07 16:47:16 -0800 |
commit | aed659c5b4cb5ac2378b4aadc91468bbaf9c4362 (patch) | |
tree | 02a7ea05ff7d7987c7fed4497e8008c0e84d1b7b /indra/newview/app_settings/shaders/class1/deferred | |
parent | 1badfb0e96959725fbe2895994607a088f4a808b (diff) |
SL-10304 fix handling of water normal map blending when both current and next textures are identical.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 5 |
1 files changed, 1 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 69543b93ea..869c9e7927 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -68,10 +68,7 @@ vec3 scaleSoftClipFrag(vec3 l); vec3 BlendNormal(vec3 bump1, vec3 bump2) { - //vec3 normal = bump1.xyz * vec3( 2.0, 2.0, 2.0) - vec3(1.0, 1.0, 0.0); - //vec3 normal2 = bump2.xyz * vec3(-2.0, -2.0, 2.0) + vec3(1.0, 1.0, -1.0); - //vec3 n = normalize(normal * dot(normal, normal2) - (normal2 * normal.z)); - vec3 n = normalize(mix(bump1, bump2, blend_factor)); + vec3 n = mix(bump1, bump2, blend_factor); return n; } |