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author | Graham Linden <graham@lindenlab.com> | 2019-05-22 13:16:23 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-05-22 13:16:23 -0700 |
commit | 360b3230bbfbda7988eee84a8ed04fa1696ca70a (patch) | |
tree | 7fc0162d873df053a42b0cb3f87d390533cf1104 /indra/newview/app_settings/shaders/class2 | |
parent | db091d23db70952b4ad8b610ef02942a8f13f223 (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')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/skyF.glsl | 1 |
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; |