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authorGraham Linden <graham@lindenlab.com>2019-01-07 16:47:16 -0800
committerGraham Linden <graham@lindenlab.com>2019-01-07 16:47:16 -0800
commitaed659c5b4cb5ac2378b4aadc91468bbaf9c4362 (patch)
tree02a7ea05ff7d7987c7fed4497e8008c0e84d1b7b /indra/newview/app_settings/shaders/class1/deferred
parent1badfb0e96959725fbe2895994607a088f4a808b (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.glsl5
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;
}