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authorGraham Linden <graham@lindenlab.com>2019-05-22 13:16:23 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-22 13:16:23 -0700
commit360b3230bbfbda7988eee84a8ed04fa1696ca70a (patch)
tree7fc0162d873df053a42b0cb3f87d390533cf1104 /indra/newview/app_settings/shaders/class2/windlight
parentdb091d23db70952b4ad8b610ef02942a8f13f223 (diff)
SL-11260
Make terrain underwater shader not try to light said terrain. Fix colorspace of reflected color in non-ALM shading. Tweak transparency of water further.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl1
1 files changed, 0 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index 28d185b9af..02e10b7b50 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -50,7 +50,6 @@ void main()
vec4 color;
color = vary_HazeColor;
color *= 2.;
-
/// Gamma correct for WL (soft clip effect).
frag_color.rgb = scaleSoftClip(color.rgb);
frag_color.a = 1.0;