diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/environment/waterF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 15 |
1 files changed, 10 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 7524567f6b..9da86759c9 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -25,10 +25,10 @@ // class3/environment/waterF.glsl -#ifdef DEFINE_GL_FRAGCOLOR out vec4 frag_color; -#else -#define frag_color gl_FragColor + +#ifdef HAS_SUN_SHADOW +float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif vec3 scaleSoftClipFragLinear(vec3 l); @@ -199,6 +199,12 @@ void main() vec3 additive; vec3 atten; + float shadow = 1.0f; + +#ifdef HAS_SUN_SHADOW + shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort); +#endif + calcAtmosphericVarsLinear(pos.xyz, wavef, vary_light_dir, sunlit, amblit, additive, atten); vec3 sunlit_linear = srgb_to_linear(sunlit); @@ -241,7 +247,6 @@ void main() vec3 v = -normalize(pos.xyz); - float scol = 1.0; vec3 colorEmissive = vec3(0); float ao = 1.0; vec3 light_dir = transform_normal(lightDir); @@ -253,7 +258,7 @@ void main() vec3 punctual = pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir)); - vec3 color = punctual * sunlit_linear * 2.75 * scol; + vec3 color = punctual * sunlit_linear * 2.75 * shadow; vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0); |