From 27c96405a489327302ebeb7d192788447932d7f1 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 13 May 2019 09:49:53 -0700 Subject: SL-10996 Restore old sun matrix gen code. Make sky use correct colorspace. Make sunlight color the CPU-generated WL color when not using atmo shaders or deferred (helps 11107). --- indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl index bea016300d..4134220306 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/shadowUtil.glsl @@ -50,7 +50,7 @@ float pcfShadow(sampler2DShadow shadowMap, vec3 norm, vec4 stc, float bias_mul, { float offset = shadow_bias * bias_mul; stc.xyz /= stc.w; - stc.z += offset * 3.0; + stc.z += offset * 2.0; stc.x = floor(stc.x*shadow_res.x + fract(pos_screen.y*shadow_res.y))/shadow_res.x; // add some chaotic jitter to X sample pos according to Y to disguise the snapping going on here float cs = shadow2D(shadowMap, stc.xyz).x; float shadow = cs * 4.0; -- cgit v1.2.3 From 61c2f390210720132c861a157b66cc77fe273d51 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 13 May 2019 13:54:55 -0700 Subject: SL-11107 --- indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 8fea4e5d27..180f38b1e1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -157,6 +157,6 @@ void main() vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); frag_data[0] = vec4(color.rgb, 0); // diffuse - frag_data[1] = vec4(specular * 0.15, 0.5); // speccolor, spec + frag_data[1] = vec4(specular * 0.5, 0.5); // speccolor, spec frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0 } -- cgit v1.2.3