diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-05-06 16:29:06 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-05-06 16:29:06 -0700 | 
| commit | c61f73321dbef9f0f5741830bfbaa8facd6ec060 (patch) | |
| tree | 9f07c674db061b81ca24a05470defb4a04fb5bec /indra/newview/app_settings/shaders/class2 | |
| parent | ac080210a8cd2f64c040f980708ccce2c5464874 (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')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 7 | 
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; | 
