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authorGraham Linden <graham@lindenlab.com>2019-05-06 16:29:06 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-06 16:29:06 -0700
commitc61f73321dbef9f0f5741830bfbaa8facd6ec060 (patch)
tree9f07c674db061b81ca24a05470defb4a04fb5bec /indra/newview/app_settings/shaders/class2/deferred
parentac080210a8cd2f64c040f980708ccce2c5464874 (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.glsl7
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;