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authorDave Parks <davep@lindenlab.com>2022-12-19 15:27:43 -0600
committerDave Parks <davep@lindenlab.com>2022-12-19 15:27:43 -0600
commit40799b97c188bb3c0a4b2d00a35bcc41be461f08 (patch)
treefb94d0807e353076a63f8d08ae104f25d76b3d60 /indra/newview/app_settings/shaders/class2
parent2de9e631d91cab993257eea82cb5356ca9f73fd0 (diff)
SL-18779 Fix for water fog staying bright when sun is dark.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 25b0a0b970..076b976dc4 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -72,7 +72,7 @@ uniform vec3 light_diffuse[8];
void waterClip(vec3 pos);
#ifdef WATER_FOG
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
#endif
vec3 srgb_to_linear(vec3 c);
@@ -226,7 +226,7 @@ void main()
vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
- vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir;
+ vec3 light_dir = (sun_up_factor == 1) ? sun_dir: moon_dir; // TODO -- factor out "sun_up_factor" and just send in the appropriate light vector
float final_alpha = diffuse_linear.a;
@@ -295,7 +295,7 @@ void main()
#endif // !defined(LOCAL_LIGHT_KILL)
#ifdef WATER_FOG
- color = applyWaterFogViewLinear(pos.xyz, color);
+ color = applyWaterFogViewLinear(pos.xyz, color, sunlit);
#endif // WATER_FOG
#endif // #else // FOR_IMPOSTOR