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authorRunitaiLinden <davep@lindenlab.com>2023-06-15 14:51:57 -0500
committerRunitaiLinden <davep@lindenlab.com>2023-06-15 14:51:57 -0500
commit47be24e467a9fe5a2c0466a49f58769f6b81fdc4 (patch)
tree3d0627f8a0547f374f47481c04f3dfc286657265 /indra
parent3305fbe1cf5fe3faa6dc5479aa29e6c891ee943f (diff)
SL-19835 Followup -- fix for emissive alpha objects blocking water rendering
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl19
-rw-r--r--indra/newview/lldrawpoolalpha.cpp4
2 files changed, 1 insertions, 22 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index ab40298f44..615a25d2de 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -353,24 +353,6 @@ void main()
float glare = 0.0;
-#if 0 //wrong implementation
- if (glossiness > 0.0) // specular reflection
- {
- float sa = dot(normalize(refnormpersp), light_dir.xyz);
- vec3 dumbshiny = sunlit_linear * shadow * (texture(lightFunc, vec2(sa, glossiness)).r);
-
- // add the two types of shiny together
- vec3 spec_contrib = dumbshiny * spec.rgb;
- bloom = dot(spec_contrib, spec_contrib) / 6;
-
- glare = max(spec_contrib.r, spec_contrib.g);
- glare = max(glare, spec_contrib.b);
-
- color += spec_contrib;
-
- applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
- }
-#else //right implementation ported from pointLightF.glsl
if (glossiness > 0.0)
{
vec3 lv = light_dir.xyz;
@@ -395,7 +377,6 @@ void main()
// add radiance map
applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
}
-#endif
color = mix(color.rgb, legacy_adjust_fullbright(diffcol.rgb), emissive);
diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp
index 060129d275..07b7be0fc8 100644
--- a/indra/newview/lldrawpoolalpha.cpp
+++ b/indra/newview/lldrawpoolalpha.cpp
@@ -649,8 +649,6 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
bool is_particle_or_hud_particle = group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_PARTICLE
|| group->getSpatialPartition()->mPartitionType == LLViewerRegion::PARTITION_HUD_PARTICLE;
- bool draw_glow_for_this_partition = mShaderLevel > 0; // no shaders = no glow.
-
bool disable_cull = is_particle_or_hud_particle;
LLGLDisable cull(disable_cull ? GL_CULL_FACE : 0);
@@ -818,7 +816,7 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged)
}
// If this alpha mesh has glow, then draw it a second time to add the destination-alpha (=glow). Interleaving these state-changing calls is expensive, but glow must be drawn Z-sorted with alpha.
- if (draw_glow_for_this_partition &&
+ if (getType() != LLDrawPool::POOL_ALPHA_PRE_WATER &&
params.mVertexBuffer->hasDataType(LLVertexBuffer::TYPE_EMISSIVE))
{
if (params.mAvatar != nullptr)