diff options
author | Graham Linden <graham@lindenlab.com> | 2019-04-03 15:20:52 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-04-03 15:20:52 -0700 |
commit | a5d4edaccc292daa7c06267c55914762ec0f6ab8 (patch) | |
tree | e4f3f17a4e055081944521ac74cf8bf635a18485 /indra/newview/app_settings/shaders/class1 | |
parent | 82fbf642617444e0233e73d3bd5909c7c5285445 (diff) |
SL-10856
Make terrain *not* blend all the way to diffuse color for no reason.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index f73fc0079b..800070c01d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -66,8 +66,8 @@ void main() outColor = applyWaterFogView(pos.xyz, outColor); #endif - frag_data[0] = vec4(outColor.rgb, 1.0); - frag_data[1] = vec4(0.66,0.86,0.66,0.05f); + frag_data[0] = vec4(outColor.rgb, 0.0); + frag_data[1] = vec4(0.0,0.0,0.0,0.0); vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0); } |