diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-04-26 08:01:36 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-04-26 08:01:36 -0700 | 
| commit | ca2f3dfd662bc70a187604b3cd638c97e0507843 (patch) | |
| tree | 24b946d947a1d5ef71ae0b389318e521c97497c6 /indra/newview/app_settings/shaders/class1/deferred | |
| parent | 948deb56d9aa11d61bba76a1e79040e8db0baf49 (diff) | |
Make terrain shader decide to include atmo effects or not based on whether we're underwater or not.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl | 8 | 
1 files changed, 5 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index 9829842a0f..b49d86b2a2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -61,12 +61,14 @@ void main()      float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;      float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;      vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal ); -     +    +    outColor.a = 0.0; // yes, downstream atmospherics   #ifdef WATER_FOG      outColor = applyWaterFogView(pos.xyz, outColor); +    outColor.a = 1.0; // no downstream atmo  #endif - -    frag_data[0] = vec4(outColor.rgb, 0.0); +     +    frag_data[0] = outColor;      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); | 
