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authorJonathan "Geenz" Goodman <geenz@lindenlab.com>2025-03-24 17:59:13 -0400
committerGitHub <noreply@github.com>2025-03-24 17:59:13 -0400
commit5e5d466628f3576bb48b63f143502ea914f79bca (patch)
tree643598d6a844100c95d9383b155c8711ac14931f /indra/newview/app_settings
parent7fc9c0baa430875dce44778d5d72b302858f9f4e (diff)
Readd probe count setting (#3793)
* Readd max probe count. Disable dynamic probe allocation by default (for now).
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/settings.xml11
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl3
2 files changed, 13 insertions, 1 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index 4ce7e0f729..b7127adc53 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -9087,6 +9087,17 @@
<key>Value</key>
<integer>1</integer>
</map>
+ <key>RenderReflectionProbeDynamicAllocation</key>
+ <map>
+ <key>Comment</key>
+ <string>Enable dynamic allocation of reflection probes. -1 means no dynamic allocation. Sets a buffer to allocate when a dynamic allocation occurs otherwise.</string>
+ <key>Persist</key>
+ <integer>1</integer>
+ <key>Type</key>
+ <string>S32</string>
+ <key>Value</key>
+ <integer>-1</integer>
+ </map>
<key>RenderReflectionProbeCount</key>
<map>
<key>Comment</key>
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 1b7b0c1937..e57aa69731 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -26,6 +26,7 @@
// class3/environment/waterF.glsl
#define WATER_MINIMAL 1
+#define SHORELINE_FADE 1
out vec4 frag_color;
@@ -264,7 +265,7 @@ 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;
#endif