diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-04-03 15:20:52 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-04-03 15:20:52 -0700 | 
| commit | a5d4edaccc292daa7c06267c55914762ec0f6ab8 (patch) | |
| tree | e4f3f17a4e055081944521ac74cf8bf635a18485 /indra/newview/app_settings/shaders/class1/deferred | |
| parent | 82fbf642617444e0233e73d3bd5909c7c5285445 (diff) | |
SL-10856
Make terrain *not* blend all the way to diffuse color for no reason.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl | 4 | 
1 files changed, 2 insertions, 2 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index f73fc0079b..800070c01d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -66,8 +66,8 @@ void main()      outColor = applyWaterFogView(pos.xyz, outColor);  #endif -    frag_data[0] = vec4(outColor.rgb, 1.0); -    frag_data[1] = vec4(0.66,0.86,0.66,0.05f); +    frag_data[0] = vec4(outColor.rgb, 0.0); +    frag_data[1] = vec4(0.0,0.0,0.0,0.0);      vec3 nvn = normalize(vary_normal);      frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);  } | 
