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authorGraham Linden <graham@lindenlab.com>2019-04-05 15:54:21 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-05 15:54:21 -0700
commitfe589170d3faa5ca681baca7b9a664e2d851cd6e (patch)
tree88123dcda34a308d05473dc17707d42d5f7b6014 /indra/newview/app_settings/shaders/class1/deferred
parentfff2aecf7f96de9e53620887210487a48dd45580 (diff)
SL-10896
Fix deferred water soften prog lightnorm getting stomped with rotated lightnorm, because it's a water shader and needs water atmo uniform values, but it's a deferred lighting shader that needs not-so-rotated lightnorms. Make sunlight_color not get auto-updated so we can get the correct value from mSunDiffuse. Remove mix to preserve bumps as it was washing out shadows.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 68a735e813..6e693bd33b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -211,7 +211,7 @@ void main()
ambient = max(0.9, ambient); // keeps shadows dark
ambient = 1.0 - ambient;
- vec3 sun_contrib = mix(final_da, min(final_da, shadow), 0.1) * sunlit;
+ vec3 sun_contrib = min(final_da, shadow) * sunlit;
color.rgb *= ambient;
color.rgb += sun_contrib;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 8691e729ee..4a47311eb7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -308,7 +308,7 @@ void main()
ambient = max(0.9, ambient);
ambient = 1.0 - ambient;
- vec3 sun_contrib = mix(final_da, min(final_da, shadow), 0.1) * sunlit;
+ vec3 sun_contrib = min(final_da, shadow) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;