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/class2/deferred | |
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/class2/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 7 |
1 files changed, 4 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index f6f8f56103..73b4473be5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -95,7 +95,10 @@ void main() vec4 diffuse_srgb = texture2DRect(diffuseRect, tc); vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); - scol = max(scol_ambocc.r, diffuse_linear.a); + + // clamping to alpha value kills underwater shadows... + //scol = max(scol_ambocc.r, diffuse_linear.a); + scol = scol_ambocc.r; vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec3 color = vec3(0); @@ -160,8 +163,6 @@ 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; |