diff options
author | Graham Linden <graham@lindenlab.com> | 2019-05-06 16:29:06 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-05-06 16:29:06 -0700 |
commit | c61f73321dbef9f0f5741830bfbaa8facd6ec060 (patch) | |
tree | 9f07c674db061b81ca24a05470defb4a04fb5bec /indra/newview/app_settings/shaders/class1 | |
parent | ac080210a8cd2f64c040f980708ccce2c5464874 (diff) |
SL-11102, SL-11103
Fix diffuse boost in deferred lighting to match non-deferred.
Make class2 soften not clamp shadow color to incoming alpha (make shadows appear on terrain underwater).
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
3 files changed, 0 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 2112fa8251..dbd7abd7e5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -240,8 +240,6 @@ vec3 post_sunlight = color.rgb; vec3 post_diffuse = color.rgb; - //color.rgb = mix(diffuse_linear.rgb, color.rgb, final_alpha); - color.rgb = atmosFragLighting(color.rgb, additive, atten); color.rgb = scaleSoftClipFrag(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index ba1f121bfd..7533762a96 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -367,8 +367,6 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; - //color = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); - if (envIntensity > 0.0) { //add environmentmap diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 981a50769a..fb9f6d7f37 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -153,8 +153,6 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; - color.rgb += diffuse_srgb.a * diffuse_srgb.rgb; - if (envIntensity > 0.0) { //add environmentmap vec3 env_vec = env_mat * refnormpersp; |