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authorGraham Linden <graham@lindenlab.com>2018-09-18 21:54:38 +0100
committerGraham Linden <graham@lindenlab.com>2018-09-18 21:54:38 +0100
commitc9b2759469cb090b76a7d602eb876659c305c7f3 (patch)
tree83567181f2494a6c1614b24ae680a808637dea50 /indra/newview/app_settings/shaders/class1
parent030afe0aaa0c956caa5509bca433c056eaf284fd (diff)
SL-1475
Make stars use higher alpha and brighten reflected color before mixing to get stars to show up in reflections on water.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl1
1 files changed, 1 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 98c5030a04..aeec247514 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -167,6 +167,7 @@ void main()
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
+ refcol.rgb = pow(refcol.rgb, vec3(0.45)); // boost the reflect color a little to get stars to show up SL-1475
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
vec4 pos = vary_position;