diff options
author | Graham Linden <graham@lindenlab.com> | 2018-06-11 17:46:16 +0100 |
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committer | Graham Linden <graham@lindenlab.com> | 2018-06-11 17:46:16 +0100 |
commit | a0598b12656cdcf22ba95cacd01b5ff36f8f1b26 (patch) | |
tree | 3ea09c4043c27998ac26181d80c4d41f8ef87f35 /indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | |
parent | 507c4921826e73635f6ae31087ab0e6cd1280f43 (diff) |
Fix water fog consolidation in underwater shaders.
Add plumbing facilities to allow current and next moon textures to be passed to moon shader.
Modify moon shader to blend between current and next moon textures by blend factor.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 371b32406c..9f56bff4c2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -105,7 +105,7 @@ vec4 getPosition(vec2 pos_screen) #ifdef WATER_FOG -vec4 applyWaterFogDeferred(vec3 pos, vec4 color); +vec4 applyWaterFogView(vec3 pos, vec4 color); #endif void main() @@ -198,7 +198,7 @@ void main() } #ifdef WATER_FOG - vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom)); + vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); col = fogged.rgb; bloom = fogged.a; #endif |