diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 6 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/environment/waterF.glsl | 4 |
2 files changed, 6 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 5a3a02d5d1..51b131ada7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -155,18 +155,16 @@ void main() vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0); vec4 fb = texture2D(screenTex, distort2); - fb.rgb = srgb_to_linear(fb.rgb); //mix with reflection // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug - color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.49999 + 0.5); + color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999f); vec4 pos = vary_position; color.rgb += spec * specular; //color.rgb = atmosTransport(color.rgb); - color.rgb *= 2.0f; color.rgb = scaleSoftClip(color.rgb); color.a = spec * sunAngle2; @@ -175,5 +173,5 @@ void main() frag_data[0] = vec4(color.rgb, color); // diffuse frag_data[1] = vec4(0); // speccolor, spec - frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0 + frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.0, 0);// normalxy, 0, 0 } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index 05fd4461c1..750de7100f 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -121,6 +121,7 @@ void main() vec4 refcol = refcol1 + refcol2 + refcol3; float df1 = df.x + df.y + df.z; + df1 *= 0.666666f; refcol *= df1; vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5; @@ -155,6 +156,9 @@ void main() color.a = spec * sunAngle2; + //color.rgb = atmosTransport(color.rgb); + color.rgb = scaleSoftClip(color.rgb); + #if defined(WATER_EDGE) gl_FragDepth = 0.9999847f; #endif |