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authorPtolemy <ptolemy@lindenlab.com>2020-06-29 16:16:59 -0700
committerPtolemy <ptolemy@lindenlab.com>2020-06-29 18:22:29 -0700
commit6ea04e8f5ab18b4a9863acde845d34531199812a (patch)
tree5e1f980c2440a4e2c610ecad8500bde8e00959a2 /indra
parent97de9cd465bae1412e38df34a4ab014439948acc (diff)
SL-9632 Add note that shiny HUD objects will be fullbright
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl11
1 files changed, 11 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
index 2d40e63eff..6b36d00f97 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightShinyF.glsl
@@ -83,10 +83,21 @@ void main()
//color.rgb = srgb_to_linear(color.rgb);
color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
+
color.rgb = fullbrightAtmosTransportFrag(color.rgb, additive, atten);
color.rgb = fullbrightScaleSoftClip(color.rgb);
}
+/*
+ // NOTE: HUD objects will be full bright. Uncomment if you want "some" environment lighting effecting these HUD objects.
+ else
+ {
+ vec3 envColor = textureCube(environmentMap, vary_texcoord1.xyz).rgb;
+ float env_intensity = vertex_color.a;
+ color.rgb = mix(color.rgb, envColor.rgb, env_intensity);
+ }
+*/
+
color.a = 1.0;
//color.rgb = linear_to_srgb(color.rgb);