diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-05-22 13:16:23 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-05-22 13:16:23 -0700 | 
| commit | 360b3230bbfbda7988eee84a8ed04fa1696ca70a (patch) | |
| tree | 7fc0162d873df053a42b0cb3f87d390533cf1104 /indra/newview/app_settings/shaders | |
| parent | db091d23db70952b4ad8b610ef02942a8f13f223 (diff) | |
SL-11260
Make terrain underwater shader not try to light said terrain.
Fix colorspace of reflected color in non-ALM shading.
Tweak transparency of water further.
Diffstat (limited to 'indra/newview/app_settings/shaders')
4 files changed, 13 insertions, 11 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 0459b39bd9..2235ab12a4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -153,24 +153,25 @@ void main()  	spec = pow(spec, 128.0);  	//figure out distortion vector (ripply)    -	vec2 distort2 = distort+wavef.xy*(refScale*0.01)/max(dmod*df1, 1.0); +	vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);  	vec4 fb = texture2D(screenTex, distort2);  	//mix with reflection  	// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug -	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.3 + 0.7); +	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.4 + 0.6);  	vec4 pos = vary_position;  	color.rgb += spec * specular; -	color.rgb = atmosTransport(color.rgb); +	//color.rgb = atmosTransport(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); -	color.a   = spec * sunAngle2 * 0.88; +	color.a   = spec * sunAngle2; +      	vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); -	 +  	frag_data[0] = vec4(color.rgb, color); // diffuse  	frag_data[1] = vec4(0);		// speccolor, spec  	frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0 diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl index 3b0c81fc71..ddbe3ebe10 100644 --- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl @@ -59,7 +59,10 @@ void main()  	vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );  	/// Add WL Components -	outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb); +	outColor.rgb *= vertex_color.rgb; + +    // SL-11260... +	//outColor.rgb = atmosLighting(outColor.rgb);  	outColor = applyWaterFog(outColor);  	frag_color = outColor; diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 043815c824..f033c0e7c4 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -121,7 +121,6 @@ void main()      vec4 refcol = refcol1 + refcol2 + refcol3;      float df1 = df.x + df.y + df.z; -    df1 *= 0.3333;      refcol *= df1;      vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; @@ -151,11 +150,11 @@ void main()      //mix with reflection      // Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug -    color.rgb = mix(fb.rgb, refcol.rgb, df1 + 0.6); +    color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.4 + 0.6);      color.rgb += spec * specular; -    color.rgb = atmosTransport(color.rgb); -    color.rgb = scaleSoftClip(color.rgb); +    //color.rgb = atmosTransport(color.rgb); +    color.rgb = scaleSoftClip(color.rgb * 0.5);      color.a = spec * sunAngle2;  #if defined(WATER_EDGE) diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl index 28d185b9af..02e10b7b50 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl @@ -50,7 +50,6 @@ void main()  	vec4 color;  	color = vary_HazeColor;  	color *= 2.; -  	/// Gamma correct for WL (soft clip effect).  	frag_color.rgb = scaleSoftClip(color.rgb);  	frag_color.a = 1.0; | 
