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authorAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-20 21:23:34 +0300
committerAndrey Lihatskiy <alihatskiy@productengine.com>2020-04-20 21:23:34 +0300
commitc757c29c95f60b174903ced0a9ef9ea352d3bb2f (patch)
treeda3dfe45c4bc1726d894565a2eaaf95baa7e7e1c /indra/newview/app_settings/shaders/class1/interface
parent72aad484276aeec5446618aeb5f63c64d9f924a5 (diff)
parentd7f1c88c35849e56f5b352f13c16a08467d1533b (diff)
Merge branch 'master' into DRTVWR-500
# Conflicts: # indra/newview/pipeline.cpp
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/interface')
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl4
2 files changed, 6 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
index a96d04cc39..f6b31a5956 100644
--- a/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/customalphaF.glsl
@@ -38,7 +38,9 @@ VARYING vec2 vary_texcoord0;
void main()
{
- vec4 color = vertex_color*texture2D(diffuseMap, vary_texcoord0.xy);
- color.a *= custom_alpha;
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
+ color.rgb = pow(color.rgb, vec3(0.45));
+ color.rgb *= vertex_color.rgb;
+ color.a *= max(custom_alpha, vertex_color.a);
frag_color = color;
}
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
index 5c088b3a3c..b5bbbb5c73 100644
--- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl
@@ -25,14 +25,14 @@
#extension GL_ARB_texture_rectangle : enable
+/*[EXTRA_CODE_HERE]*/
+
#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
#else
#define frag_color gl_FragColor
#endif
-/*[EXTRA_CODE_HERE]*/
-
uniform sampler2D glowMap;
uniform sampler2DRect screenMap;