diff options
author | RunitaiLinden <davep@lindenlab.com> | 2023-11-30 12:01:45 -0600 |
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committer | RunitaiLinden <davep@lindenlab.com> | 2023-11-30 12:01:45 -0600 |
commit | 68875523e09f9fe06fc4b3cd5225995bb13966c3 (patch) | |
tree | 75b5aaae7665360c152c399a8cf80cb6147902e2 /indra/newview/app_settings/shaders/class3/environment | |
parent | 964f9e74d5e97fc46fc74d6afff97dad5c6381c3 (diff) |
SL-20611 Incorporate water haze into new post effect atmospherics goodness
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/environment')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl | 4 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 3 |
2 files changed, 3 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl index 924f356f35..ddb1b79681 100644 --- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl @@ -77,5 +77,7 @@ void main() vec4 fb = vec4(waterFogColorLinear, 0.0); #endif - frag_color = max(applyWaterFogViewLinearNoClip(vary_position, fb), vec4(0)); + fb = applyWaterFogViewLinearNoClip(vary_position, fb); + + frag_color = max(fb, vec4(0)); } diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 8bc5f3cc50..f53bc2e13e 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -32,7 +32,6 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif vec3 scaleSoftClipFragLinear(vec3 l); -vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten); void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); @@ -281,8 +280,6 @@ void main() color = ((1.0 - f) * color) + fb.rgb; - color = atmosFragLightingLinear(color, additive, atten); - float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05); frag_color = max(vec4(color, spec), vec4(0)); |