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-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl11
1 files changed, 8 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 18dc367568..a194832b1d 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -255,7 +255,7 @@ void main()
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort);
#endif
- vec3 sunlit_linear = srgb_to_linear(sunlit);
+ vec3 sunlit_linear = sunlit;
float fade = 1.0;
#ifdef TRANSPARENT_WATER
float depth = texture(depthMap, distort).r;
@@ -263,7 +263,12 @@ void main()
vec3 refPos = getPositionWithNDC(vec3(distort*2.0-vec2(1.0), depth*2.0-1.0));
// Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect".
- fade = max(0.0,min(1.0, (pos.z - refPos.z) / 10.0)) * water_mask;
+#ifdef SHORELINE_FADE
+ fade = max(0.0,min(1.0, (pos.z - refPos.z) / 10.0))
+#else
+ fade = 1.0 * water_mask;
+#endif
+
distort2 = mix(distort, distort2, min(1.0, fade * 10.0));
depth = texture(depthMap, distort2).r;
@@ -317,7 +322,7 @@ void main()
pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc);
- vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow;
+ vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow * atten;
radiance *= df2.y;
//radiance = toneMapNoExposure(radiance);
vec3 color = vec3(0);