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authorGraham Linden <graham@lindenlab.com>2019-04-26 08:01:36 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-26 08:01:36 -0700
commitca2f3dfd662bc70a187604b3cd638c97e0507843 (patch)
tree24b946d947a1d5ef71ae0b389318e521c97497c6 /indra/newview/app_settings
parent948deb56d9aa11d61bba76a1e79040e8db0baf49 (diff)
Make terrain shader decide to include atmo effects or not based on whether we're underwater or not.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl8
1 files changed, 5 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
index 9829842a0f..b49d86b2a2 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl
@@ -61,12 +61,14 @@ void main()
float alpha2 = texture2D(alpha_ramp,vary_texcoord1.xy).a;
float alphaFinal = texture2D(alpha_ramp, vary_texcoord1.zw).a;
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
-
+
+ outColor.a = 0.0; // yes, downstream atmospherics
#ifdef WATER_FOG
outColor = applyWaterFogView(pos.xyz, outColor);
+ outColor.a = 1.0; // no downstream atmo
#endif
-
- frag_data[0] = vec4(outColor.rgb, 0.0);
+
+ frag_data[0] = outColor;
frag_data[1] = vec4(0.0,0.0,0.0,0.0);
vec3 nvn = normalize(vary_normal);
frag_data[2] = vec4(encode_normal(nvn.xyz), 0.0, 0.0);