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authorRunitai Linden <davep@lindenlab.com>2020-03-06 11:05:55 -0600
committerRunitai Linden <davep@lindenlab.com>2020-03-06 11:05:55 -0600
commit7d0cf70e4f335056e0d81b0b48264e5dda5be668 (patch)
treea07bac4e4ea4b095d93dcde6aeff07786f00e1d1 /indra/newview/app_settings/shaders/class2
parentecf8c6f520b02077d5ec575bae83022f59bf73e5 (diff)
Fix for under water being much brighter and mismatching between alpha and deferred. Don't make terrain fullbright under water.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl4
1 files changed, 0 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 58d573c724..9ebacd59c7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -162,11 +162,7 @@ vec3 post_diffuse = color.rgb;
vec3 post_spec = color.rgb;
-#ifdef WATER_FOG
- color.rgb += diffuse_srgb.rgb * diffuse_srgb.a * 0.25;
-#else
color.rgb = mix(color.rgb, diffuse_linear.rgb, diffuse_linear.a);
-#endif
if (envIntensity > 0.0)
{ //add environmentmap