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authorJonathan "Geenz" Goodman <geenz@lindenlab.com>2025-04-15 10:14:27 -0400
committerGitHub <noreply@github.com>2025-04-15 10:14:27 -0400
commitd19d44cc727b4c360ff8618c4c9375f4f10cec71 (patch)
tree46ce4ffb1a10c1203a0189918ddc536cf5a9a958 /indra/newview/app_settings/shaders/class3
parent42dc4501b5c66ddeb9d1fa16ee424e2de988028b (diff)
parentcf2b4dbfb280986cf859b12fd55158d7b9e0ac3d (diff)
Merge pull request #3911 from secondlife/main
Merge 2025.03 release into develop.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl7
2 files changed, 9 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index aac75a0739..948387a6ed 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -104,6 +104,7 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 atten);
GBufferInfo getGBuffer(vec2 screenpos);
+vec3 clampHDRRange(vec3 color);
void adjustIrradiance(inout vec3 irradiance, float ambocc)
{
@@ -278,6 +279,7 @@ void main()
float final_scale = 1;
if (classic_mode > 0)
final_scale = 1.1;
- frag_color.rgb = max(color.rgb * final_scale, vec3(0)); //output linear since local lights will be added to this shader's results
+
+ frag_color.rgb = clampHDRRange(color.rgb * final_scale); //output linear since local lights will be added to this shader's results
frag_color.a = 0.0;
}
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 2121088405..349f3b9a67 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -263,7 +263,12 @@ void main()
vec3 refPos = getPositionWithNDC(vec3(distort*2.0-vec2(1.0), depth*2.0-1.0));
// Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect".
- fade = max(0,min(1, (pos.z - refPos.z) / 10)) * water_mask;
+#ifdef SHORELINE_FADE
+ fade = max(0,min(1, (pos.z - refPos.z) / 10));
+#else
+ fade = 1;
+#endif
+ fade *= water_mask;
distort2 = mix(distort, distort2, min(1, fade * 10));
depth = texture(depthMap, distort2).r;