diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
3 files changed, 5 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 0a189ff416..b00e2290a9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -194,6 +194,7 @@ void main()  #ifdef USE_VERTEX_COLOR      float final_alpha = diffuse_linear.a * vertex_color.a;      diffuse_srgb.rgb *= vertex_color.rgb; +    diffuse_linear.rgb *= vertex_color.rgb;  #else      float final_alpha = diffuse_linear.a;  #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index c5eaacbd0b..595efdf6fe 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -120,11 +120,11 @@ void main()      vec4 color;      color = (cloudColorSun*(1.-alpha2) + cloudColorAmbient);      color.rgb= max(vec3(0), color.rgb); -    color.rgb = linear_to_srgb(color.rgb); +    //color.rgb = linear_to_srgb(color.rgb);  //alpha1 = 1.0;  //color.rgb = cloudColorAmbient.rgb; - +color.rgb = vec3(1,0,1);      /// Gamma correct for WL (soft clip effect).      frag_data[0] = vec4(scaleSoftClip(color.rgb), alpha1); diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 8256d5f106..80f232948a 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -57,7 +57,8 @@ void main()      // and shows true moon color at night      vec3 luma_weights = vec3(0.3, 0.5, 0.3); -    float mix = 1.0 - dot(normalize(sunlight_color.rgb), luma_weights); +    vec4 light_color = max(sunlight_color, moonlight_color); +    float mix = 1.0 - dot(normalize(light_color.rgb), luma_weights);      vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0  - 1.0;      c.rgb = pow(c.rgb, exp); | 
