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-rw-r--r--indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl8
2 files changed, 6 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
index e99ad5b474..ddb1b79681 100644
--- a/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/underWaterF.glsl
@@ -55,7 +55,7 @@ in vec4 littleWave;
in vec4 view;
in vec3 vary_position;
-vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit);
+vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color);
void main()
{
@@ -77,5 +77,7 @@ void main()
vec4 fb = vec4(waterFogColorLinear, 0.0);
#endif
- frag_color = max(applyWaterFogViewLinearNoClip(vary_position, fb, vec3(1)), vec4(0));
+ fb = applyWaterFogViewLinearNoClip(vary_position, fb);
+
+ frag_color = max(fb, vec4(0));
}
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index ddade462be..f53bc2e13e 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -32,9 +32,8 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
#endif
vec3 scaleSoftClipFragLinear(vec3 l);
-vec3 atmosFragLightingLinear(vec3 light, vec3 additive, vec3 atten);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
-vec4 applyWaterFogViewLinear(vec3 pos, vec4 color, vec3 sunlit);
+vec4 applyWaterFogViewLinear(vec3 pos, vec4 color);
// PBR interface
vec2 BRDF(float NoV, float roughness);
@@ -223,9 +222,8 @@ void main()
refPos = getPositionWithNDC(vec3(distort2 * 2.0 - vec2(1.0), depth * 2.0 - 1.0));
}
- fb = applyWaterFogViewLinear(refPos, fb, sunlit);
#else
- vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0), sunlit_linear);
+ vec4 fb = applyWaterFogViewLinear(viewVec*2048.0, vec4(1.0));
#endif
// fudge sample on other side of water to be a tad darker
@@ -282,8 +280,6 @@ void main()
color = ((1.0 - f) * color) + fb.rgb;
- color = atmosFragLightingLinear(color, additive, atten);
-
float spec = min(max(max(punctual.r, punctual.g), punctual.b), 0.05);
frag_color = max(vec4(color, spec), vec4(0));