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authorJonathan "Geenz" Goodman <geenz@geenzo.com>2025-04-01 13:10:33 -0400
committerJonathan "Geenz" Goodman <geenz@geenzo.com>2025-04-01 13:10:33 -0400
commitccdcbfeebd10a78cfb67f5324a3eb17a7d76604b (patch)
tree9543eb9393ea9f20b3199c86c48a5b4fc5b3f5e1 /indra/newview/app_settings/shaders
parent497c309a5b148fd86a0e1429343092f0a6ca2e0d (diff)
parent4ddd9d1fefc3b956e19ef25cfdd199fde352437a (diff)
Merge branch 'release/2025.03' into release/2025.04
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl6
2 files changed, 4 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index 205d4bff6d..5089b9e31e 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -154,6 +154,7 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou
if (classic_mode < 1)
{
amblit = srgb_to_linear(amblit);
+ amblit = vec3(dot(amblit, vec3(0.2126, 0.7152, 0.0722)));
sunlit = srgb_to_linear(sunlit);
}
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 1b7b0c1937..349f3b9a67 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -264,11 +264,11 @@ void main()
// Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect".
#ifdef SHORELINE_FADE
- fade = max(0,min(1, (pos.z - refPos.z) / 10))
+ fade = max(0,min(1, (pos.z - refPos.z) / 10));
#else
- fade = 1 * water_mask;
+ fade = 1;
#endif
-
+ fade *= water_mask;
distort2 = mix(distort, distort2, min(1, fade * 10));
depth = texture(depthMap, distort2).r;