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authorRunitaiLinden <davep@lindenlab.com>2023-12-04 16:50:06 -0600
committerRunitaiLinden <davep@lindenlab.com>2023-12-04 16:50:06 -0600
commit6472b75bcd70470fe5775d1cf6eb70a75b3d76e5 (patch)
tree4fae5abd39b9af7bad0f6ed55b651d87fa3bfc3b /indra/newview/app_settings/shaders/class3
parentc573d27e5baf23adbc14153c4d65a581f55febb4 (diff)
SL-20611 Followup -- fix edge cases with transparent objects around eye/object above/below water.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl9
2 files changed, 2 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
index 6446015b03..8430cca325 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
@@ -85,8 +85,6 @@ void main()
color.rgb = srgb_to_linear(color.rgb);
applyLegacyEnv(color.rgb, legacyenv, spec, pos, norm, env_intensity);
- color.rgb = atmosFragLighting(color.rgb, additive, atten);
- color = applyWaterFogViewLinear(pos.xyz, color);
#endif
color.a = 1.0;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 1880f0c870..ec1e49eeb4 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -37,9 +37,7 @@
uniform float emissive_brightness; // fullbright flag, 1.0 == fullbright, 0.0 otherwise
uniform int sun_up_factor;
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
-
-vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten);
+vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
vec3 scaleSoftClipFragLinear(vec3 l);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
@@ -399,10 +397,7 @@ void main()
color += light;
- color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
-
- vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0));
- color = temp.rgb;
+ color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
glare *= 1.0-emissive;
glare = min(glare, 1.0);