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authorGraham Linden <graham@lindenlab.com>2019-04-05 15:54:21 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-05 15:54:21 -0700
commitfe589170d3faa5ca681baca7b9a664e2d851cd6e (patch)
tree88123dcda34a308d05473dc17707d42d5f7b6014 /indra/newview/app_settings/shaders/class2
parentfff2aecf7f96de9e53620887210487a48dd45580 (diff)
SL-10896
Fix deferred water soften prog lightnorm getting stomped with rotated lightnorm, because it's a water shader and needs water atmo uniform values, but it's a deferred lighting shader that needs not-so-rotated lightnorms. Make sunlight_color not get auto-updated so we can get the correct value from mSunDiffuse. Remove mix to preserve bumps as it was washing out shadows.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl2
2 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 688e4e1d59..12115082a9 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -129,7 +129,7 @@ void main()
ambient = max(0.9, ambient);
ambient = 1.0 - ambient;
- vec3 sun_contrib = mix(final_da, min(scol, final_da), 0.1) * sunlit;
+ vec3 sun_contrib = min(scol, final_da) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 7bfdb9f753..40c521cd2c 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -152,7 +152,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
+ tmpAmbient));
//brightness of surface both sunlight and ambient
- sunlit = srgb_to_linear(sunlight.rgb);
+ sunlit = vec3(sunlight.rgb* 0.5);
amblit = vec3(tmpAmbient * .25);
additive = normalize(additive);
additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;