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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/lighting')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl4
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl4
-rwxr-xr-xindra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl4
3 files changed, 9 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl
index 9c82056fd7..6dd3bb937f 100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl
@@ -41,7 +41,9 @@ VARYING vec2 vary_texcoord0;
void fullbright_lighting_water()
{
- vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+
+ color.rgb *= vertex_color.rgb;
if (color.a < minimum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
index b68240ba0d..3426fea52f 100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl
@@ -39,7 +39,9 @@ VARYING vec2 vary_texcoord0;
void default_lighting_water()
{
- vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+
+ color.rgb *= vertex_color.rgb;
if (color.a < minimum_alpha)
{
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl
index da3b20012d..d9faa9b314 100755
--- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl
@@ -41,7 +41,9 @@ VARYING vec2 vary_texcoord0;
void default_lighting_water()
{
- vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
+ vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
+
+ color.rgb *= vertex_color.rgb;
if (color.a < minimum_alpha)
{