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author | Jonathan "Geenz" Goodman <geenz@lindenlab.com> | 2025-02-24 17:20:48 -0500 |
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committer | GitHub <noreply@github.com> | 2025-02-24 17:20:48 -0500 |
commit | 5b425eb9dc72256ee18bed4f7235ea1c060ef951 (patch) | |
tree | 78d884577e9b6d158fb430eefeff08f3121e4617 /indra/newview/app_settings/shaders/class3 | |
parent | 5b968b7209d5e104e4b6152b8fc0fbbb37d1674a (diff) | |
parent | 62cf4781af0363c551a2e09710682cad57bdf294 (diff) |
Merge pull request #3602 from secondlife/geenz/eep-setting-fixes
- #3594 Adjustments to mitigate sun reflection being too narrow.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 35b2f8bd10..2121088405 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -255,7 +255,7 @@ void main() shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort); #endif - vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 sunlit_linear = sunlit; float fade = 1; #ifdef TRANSPARENT_WATER float depth = texture(depthMap, distort).r; @@ -317,7 +317,7 @@ void main() pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc); - vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow; + vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow * atten; radiance *= df2.y; //radiance = toneMapNoExposure(radiance); vec3 color = vec3(0); |