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-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterF.glsl7
2 files changed, 7 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
index 3b0c81fc71..ddbe3ebe10 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainWaterF.glsl
@@ -59,7 +59,10 @@ void main()
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
/// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+ outColor.rgb *= vertex_color.rgb;
+
+ // SL-11260...
+ //outColor.rgb = atmosLighting(outColor.rgb);
outColor = applyWaterFog(outColor);
frag_color = outColor;
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
index 043815c824..f033c0e7c4 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl
@@ -121,7 +121,6 @@ void main()
vec4 refcol = refcol1 + refcol2 + refcol3;
float df1 = df.x + df.y + df.z;
- df1 *= 0.3333;
refcol *= df1;
vec3 wavef = (wave1 + wave2 * 0.4 + wave3 * 0.6) * 0.5;
@@ -151,11 +150,11 @@ void main()
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around and nvidia compiler bug
- color.rgb = mix(fb.rgb, refcol.rgb, df1 + 0.6);
+ color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.4 + 0.6);
color.rgb += spec * specular;
- color.rgb = atmosTransport(color.rgb);
- color.rgb = scaleSoftClip(color.rgb);
+ //color.rgb = atmosTransport(color.rgb);
+ color.rgb = scaleSoftClip(color.rgb * 0.5);
color.a = spec * sunAngle2;
#if defined(WATER_EDGE)