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author | Graham Linden <graham@lindenlab.com> | 2019-09-09 09:08:58 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-09-09 09:08:58 -0700 |
commit | 872d82529f7ca2afc3cbd3d1436c5026105da489 (patch) | |
tree | a09b6a47c771977e7bfa440e04a7a63aafdc9395 /indra/newview/app_settings/shaders/class1 | |
parent | 16933b0ab9a8556467fba18790050f2d025d06a5 (diff) |
SL-1144
The un-water-fogged gap area was rendering while we were still above water, but the water surface was being near culled.
I've re-enabled preculling water objects (which also fixes issues with water culling vs spinning the camera) and it seems to behave correctly.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 4460ef905b..e5f1e11180 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -121,7 +121,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou temp2.x += .25; temp2.x *= sun_moon_glow_factor; - + vec4 amb_color = ambient_color; //increase ambient when there are more clouds |