diff options
author | RunitaiLinden <davep@lindenlab.com> | 2023-12-04 16:50:06 -0600 |
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committer | RunitaiLinden <davep@lindenlab.com> | 2023-12-04 16:50:06 -0600 |
commit | 6472b75bcd70470fe5775d1cf6eb70a75b3d76e5 (patch) | |
tree | 4fae5abd39b9af7bad0f6ed55b651d87fa3bfc3b /indra/newview/app_settings/shaders/class1/deferred | |
parent | c573d27e5baf23adbc14153c4d65a581f55febb4 (diff) |
SL-20611 Followup -- fix edge cases with transparent objects around eye/object above/below water.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl | 21 |
1 files changed, 10 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 1de8b25a7d..8b2a69b924 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -35,19 +35,19 @@ in vec3 vary_position; in vec4 vertex_color; in vec2 vary_texcoord0; -vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); - vec3 srgb_to_linear(vec3 cs); vec3 linear_to_srgb(vec3 cl); -vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); -void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); #ifdef HAS_ALPHA_MASK uniform float minimum_alpha; #endif #ifdef IS_ALPHA +uniform vec4 waterPlane; void waterClip(vec3 pos); +void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, + out vec3 atten); +vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color); #endif void main() @@ -77,21 +77,20 @@ void main() vec3 pos = vary_position; #ifndef IS_HUD + color.rgb = srgb_to_linear(color.rgb); + color.a = final_alpha; +#ifdef IS_ALPHA + vec3 sunlit; vec3 amblit; vec3 additive; vec3 atten; calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten); - color.rgb = srgb_to_linear(color.rgb); - -#ifdef IS_ALPHA - color.rgb = atmosFragLighting(color.rgb, additive, atten); + color.rgb = applySkyAndWaterFog(pos, additive, atten, color).rgb; + #endif - vec4 fogged = applyWaterFogViewLinear(pos, vec4(color.rgb, final_alpha)); - color.rgb = fogged.rgb; - color.a = fogged.a; #endif frag_color = max(color, vec4(0)); |