diff options
| author | Graham Linden <graham@lindenlab.com> | 2013-07-22 10:29:49 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2013-07-22 10:29:49 -0700 | 
| commit | 6f62251a3d29ced4193a9a80965f33fe0318d5a0 (patch) | |
| tree | 4a6d0dd46ef10ac2cadf455c5c8d7e9e013cccc5 /indra/newview/app_settings/shaders | |
| parent | 710b529372f4d7da699318c4761963ae9dde9a63 (diff) | |
MATBUG-306 fix alpha knock-on from underwater lightcurve matching
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl | 8 | ||||
| -rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 9 | 
2 files changed, 7 insertions, 10 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 69b29269c7..2eef99dea7 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -288,8 +288,7 @@ void main()  	diff.rgb = srgb_to_linear(diff.rgb);  #ifdef USE_VERTEX_COLOR -	diff.rgb *= vertex_color.rgb; -	float vertex_color_alpha = vertex_color.a;	 +	float vertex_color_alpha = diff.a * vertex_color.a;	  #else  	float vertex_color_alpha = 1.0;  #endif @@ -306,8 +305,9 @@ void main()  	vec4 col = vec4(vary_ambient + dlight, vertex_color_alpha);  #endif -	vec4 color = gamma_diff * col; -	 +	vec4 color = col; +	color.rgb *= gamma_diff.rgb; +  	color.rgb = atmosLighting(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 7415415290..34189deaad 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -186,16 +186,13 @@ void main()  	color.rgb = atmosTransport(color.rgb);  	color.rgb = scaleSoftClip(color.rgb); -	//color.a = spec * sunAngle2; +	color.a = sunAngle2;  	//wavef.z *= 0.1f;  	//wavef = normalize(wavef);  	vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz; -	// this is needed for materials in reflections, but not otherwise -	// -	//frag_data[0] = vec4(linear_to_srgb(color.rgb), 0.5); // diffuse -	frag_data[0] = vec4(color.rgb, 0.5); // diffuse +	frag_data[0] = vec4(color.rgb, color.a); // diffuse  	frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec -	frag_data[2] = vec4(encode_normal(screenspacewavef), 0.0, 0.0); // normalxyz, displace +	frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), screenspacewavef.z * 0.16, 0.0);// normalxyz, env intensity  } | 
