diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-02-01 09:45:07 -0800 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-02-01 09:45:07 -0800 | 
| commit | 50b383e5aa333d453e906ae2beb28fe1da549bef (patch) | |
| tree | 18564d88a58046499aa3eec3d65300e00e2c9c53 /indra/newview/app_settings/shaders/class1 | |
| parent | 2456715a407cc11f3e0077cb3c54e21188e6ec86 (diff) | |
Fix issue with OSX shader compiler not implementing #if correctly (nice job, Timmy).
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
4 files changed, 20 insertions, 16 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 7265275e36..379fdf8535 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -61,5 +61,7 @@ void main()      frag_data[0] = vec4(c.rgb, c.a);      frag_data[1] = vec4(0.0);      frag_data[2] = vec4(0.0f); + +    gl_FragDepth = 0.9998f;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 0613111632..f8172cae17 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -44,18 +44,20 @@ vec3 scaleSoftClip(vec3 light);  void main()  { -	// Potential Fill-rate optimization.  Add cloud calculation  -	// back in and output alpha of 0 (so that alpha culling kills  -	// the fragment) if the sky wouldn't show up because the clouds  -	// are fully opaque. - -	vec4 color; -	color = vary_HazeColor; -	color *= 2.; - -	/// Gamma correct for WL (soft clip effect). -	frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); -	frag_data[1] = vec4(0.0,0.0,0.0,0.0); -	frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog +    // Potential Fill-rate optimization.  Add cloud calculation  +    // back in and output alpha of 0 (so that alpha culling kills  +    // the fragment) if the sky wouldn't show up because the clouds  +    // are fully opaque. + +    vec4 color; +    color = vary_HazeColor; +    color *= 2.; + +    /// Gamma correct for WL (soft clip effect). +    frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); +    frag_data[1] = vec4(0.0,0.0,0.0,0.0); +    frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog + +    gl_FragDepth = 0.999f;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 40d4c24d34..531425b588 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -165,11 +165,11 @@ void main()      color.rgb = atmosTransport(color.rgb);      color.rgb = scaleSoftClipFrag(color.rgb); -    color.a   = spec * sunAngle2; +    color.a   = (water_edge > 0) ? 1.0 : (spec * sunAngle2);      vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); -    frag_data[0] = vec4(color.rgb, color); // diffuse +    frag_data[0] = vec4(color.rgb, 1); // diffuse      frag_data[1] = vec4(0);     // speccolor, spec      frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0  } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index f228deb938..a4e3f94816 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -157,7 +157,7 @@ void main()      color.rgb = scaleSoftClip(color.rgb);      color.a = spec * sunAngle2; -#if WATER_EDGE +#if defined(WATER_EDGE)      gl_FragDepth = 0.9999847f;  #endif | 
