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authorJonathan "Geenz" Goodman <geenz@lindenlab.com>2025-01-30 01:59:45 -0500
committerGitHub <noreply@github.com>2025-01-30 01:59:45 -0500
commit460e77c47eb8167b1dc2c45bbd8ae4ff6937bcdb (patch)
treebbf182201184709870c94d5e61d95cf62edefeef /indra/newview/app_settings/shaders/class3/deferred
parentfd577e3bfc49181ab71f4c13c04c51d8a073dccb (diff)
#3456 Water improvements to get us closer to 6.6.17 (#3490)
* A lot of tweaking for water. * Get water much closer to 6.6.17. This won't produce 1:1 results, but it should be much closer to where we once were.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
index 2bf785e773..ee49b4baae 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/waterHazeF.glsl
@@ -56,7 +56,7 @@ void main()
vec4 pos = getPositionWithDepth(tc, depth);
vec4 fogged = getWaterFogView(pos.xyz);
-
+ fogged.a = max(pow(fogged.a, 1.7), 0);
frag_color = max(fogged, vec4(0)); //output linear since local lights will be added to this shader's results
}