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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/waterF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl2
3 files changed, 3 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
index 5b4302e237..c67ed8e6d9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscV.glsl
@@ -37,7 +37,7 @@ void calcAtmospherics(vec3 eye_pos);
void main()
{
//transform vertex
- vec4 vert = vec4(position.xyz, 1.0);
+ vec4 vert = vec4(position.xyz - vec3(0, 0, 50), 1.0);
vec4 pos = modelview_projection_matrix*vert;
gl_Position = pos;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 98c5030a04..aeec247514 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -167,6 +167,7 @@ void main()
//mix with reflection
// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
+ refcol.rgb = pow(refcol.rgb, vec3(0.45)); // boost the reflect color a little to get stars to show up SL-1475
color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
vec4 pos = vary_position;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
index 90acb5be9e..dd33a4be60 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/sunDiscV.glsl
@@ -37,7 +37,7 @@ void calcAtmospherics(vec3 eye_pos);
void main()
{
//transform vertex
- vec4 vert = vec4(position.xyz, 1.0);
+ vec4 vert = vec4(position.xyz - vec3(0, 0, 50), 1.0);
vec4 pos = modelview_projection_matrix*vert;
gl_Position = pos;