From a0598b12656cdcf22ba95cacd01b5ff36f8f1b26 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 11 Jun 2018 17:46:16 +0100 Subject: Fix water fog consolidation in underwater shaders. Add plumbing facilities to allow current and next moon textures to be passed to moon shader. Modify moon shader to blend between current and next moon textures by blend factor. --- indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 4 ++-- 1 file changed, 2 insertions(+), 2 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2') diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 371b32406c..9f56bff4c2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -105,7 +105,7 @@ vec4 getPosition(vec2 pos_screen) #ifdef WATER_FOG -vec4 applyWaterFogDeferred(vec3 pos, vec4 color); +vec4 applyWaterFogView(vec3 pos, vec4 color); #endif void main() @@ -198,7 +198,7 @@ void main() } #ifdef WATER_FOG - vec4 fogged = applyWaterFogDeferred(pos,vec4(col, bloom)); + vec4 fogged = applyWaterFogView(pos,vec4(col, bloom)); col = fogged.rgb; bloom = fogged.a; #endif -- cgit v1.2.3