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-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl6
1 files changed, 3 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 35b2f8bd10..2c87937906 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -25,7 +25,7 @@
// class3/environment/waterF.glsl
-#define WATER_MINIMAL 1
+#define WATER_MINIMAL_PLUS 1
out vec4 frag_color;
@@ -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;
#ifdef TRANSPARENT_WATER
float depth = texture(depthMap, distort).r;
@@ -315,7 +315,7 @@ void main()
vec3 diffPunc = vec3(0);
vec3 specPunc = vec3(0);
- pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc);
+ pbrPunctual(diffuseColor, specularColor, perceptualRoughness * 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;
radiance *= df2.y;