diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/effects/bloomExtractF.glsl | 12 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/interface/uiF.glsl | 3 | 
2 files changed, 11 insertions, 4 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/effects/bloomExtractF.glsl b/indra/newview/app_settings/shaders/class1/effects/bloomExtractF.glsl index d878ab053e..66d86eec1f 100644 --- a/indra/newview/app_settings/shaders/class1/effects/bloomExtractF.glsl +++ b/indra/newview/app_settings/shaders/class1/effects/bloomExtractF.glsl @@ -2,7 +2,7 @@ out vec4 frag_color;  uniform sampler2D diffuseMap;  uniform sampler2D bloomExtractORM; // orm -uniform sampler2D bloomExtractEmissive; // emissive +//uniform sampler2D bloomExtractEmissive; // emissive  uniform sampler2D bloomExtractEmissive2; // emissive 2  uniform float bloomExtractBrightness = 0.9; @@ -15,6 +15,12 @@ void main()  {      vec4 col = texture(diffuseMap, vary_texcoord0.xy); +    if(col.a > 0.001) +    { +        discard; +        return; +    } +      //int valid = 0;      //float brightness = dot(col.rgb, vec3(0.2126, 0.7152, 0.0722));      float brightness = dot(col.rgb, vec3(0.3, 0.5, 0.2)); @@ -25,14 +31,16 @@ void main()          return;      } +    /*      vec3 emi = texture(bloomExtractEmissive, vary_texcoord0.xy).rgb;      if(emi.r + emi.g + emi.b > 0.01)      {          discard;          return;      } +    */ -    emi = texture(bloomExtractEmissive2, vary_texcoord0.xy).rgb; +    vec3 emi = texture(bloomExtractEmissive2, vary_texcoord0.xy).rgb;      if(emi.r + emi.g + emi.b > 0.01)      {          discard; diff --git a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl index 42cc333829..6120dbd37e 100644 --- a/indra/newview/app_settings/shaders/class1/interface/uiF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/uiF.glsl @@ -27,12 +27,11 @@ out vec4 frag_color;  uniform sampler2D diffuseMap; -uniform float mpHDRBoost = 1.0;  in vec2 vary_texcoord0;  in vec4 vertex_color;  void main()  { -    frag_color = mpHDRBoost * vertex_color*texture(diffuseMap, vary_texcoord0.xy); +    frag_color = vertex_color*texture(diffuseMap, vary_texcoord0.xy);  } | 
