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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl11
1 files changed, 6 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 0459b39bd9..2235ab12a4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -153,24 +153,25 @@ void main()
spec = pow(spec, 128.0);
//figure out distortion vector (ripply)
- vec2 distort2 = distort+wavef.xy*(refScale*0.01)/max(dmod*df1, 1.0);
+ vec2 distort2 = distort+wavef.xy*refScale/max(dmod*df1, 1.0);
vec4 fb = texture2D(screenTex, distort2);
//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 * 0.3 + 0.7);
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.4 + 0.6);
vec4 pos = vary_position;
color.rgb += spec * specular;
- color.rgb = atmosTransport(color.rgb);
+ //color.rgb = atmosTransport(color.rgb);
color.rgb = scaleSoftClip(color.rgb);
- color.a = spec * sunAngle2 * 0.88;
+ color.a = spec * sunAngle2;
+
vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
-
+
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