diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 9 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | 9 | 
2 files changed, 13 insertions, 5 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index ae8cd97b18..cd57b47eae 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -274,6 +274,10 @@ void main()      color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); +#ifdef WATER_FOG +    color = applyWaterFogViewLinear(pos.xyz, color, sunlit_linear); +#endif // WATER_FOG +      vec4 light = vec4(0,0,0,0);     #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); @@ -291,11 +295,6 @@ void main()      color.rgb += light.rgb;  #endif // !defined(LOCAL_LIGHT_KILL) - -#ifdef WATER_FOG -    color = applyWaterFogViewLinear(pos.xyz, color, sunlit_linear); -#endif // WATER_FOG -  #endif // #else // FOR_IMPOSTOR  #ifdef IS_HUD diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index e6aef7abdc..9ac106149e 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -84,6 +84,10 @@ vec3 linear_to_srgb(vec3 c);  void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);  vec3 atmosFragLightingLinear(vec3 color, vec3 additive, vec3 atten); +#ifdef WATER_FOG +vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit); +#endif +  void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);  float calcLegacyDistanceAttenuation(float distance, float falloff);  float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); @@ -237,6 +241,11 @@ void main()      color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); +#ifdef WATER_FOG +    vec4 temp = applyWaterFogViewLinear(pos, vec4(color, 0.0), sunlit_linear); +    color = temp.rgb; +#endif +      vec3 light = vec3(0);      // Punctual lights | 
