diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 1 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 6 |
2 files changed, 4 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 205d4bff6d..5089b9e31e 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -154,6 +154,7 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou if (classic_mode < 1) { amblit = srgb_to_linear(amblit); + amblit = vec3(dot(amblit, vec3(0.2126, 0.7152, 0.0722))); sunlit = srgb_to_linear(sunlit); } diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 1b7b0c1937..349f3b9a67 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -264,11 +264,11 @@ void main() // Calculate some distance fade in the water to better assist with refraction blending and reducing the refraction texture's "disconnect". #ifdef SHORELINE_FADE - fade = max(0,min(1, (pos.z - refPos.z) / 10)) + fade = max(0,min(1, (pos.z - refPos.z) / 10)); #else - fade = 1 * water_mask; + fade = 1; #endif - + fade *= water_mask; distort2 = mix(distort, distort2, min(1, fade * 10)); depth = texture(depthMap, distort2).r; |