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authorGraham Linden <graham@lindenlab.com>2019-04-03 15:20:52 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-03 15:20:52 -0700
commita5d4edaccc292daa7c06267c55914762ec0f6ab8 (patch)
treee4f3f17a4e055081944521ac74cf8bf635a18485 /indra/newview/app_settings/shaders/class1
parent82fbf642617444e0233e73d3bd5909c7c5285445 (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.glsl4
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);
}