From 42397056089245da248d1aae6318239e90fbf866 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Sat, 4 May 2019 09:11:59 -0700 Subject: Fix broken water reflection/refraction mix. Restore 1.0 alpha to prevent atmo being applied directly to water. Fix broken shadow frust generation. --- indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index e72b36f28a..8fea4e5d27 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -149,14 +149,14 @@ void main() vec4 fb = texture2D(screenTex, distort2); //mix with reflection - color.rgb = fb.rgb; - color.rgb += refcol.rgb * df1; + // Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug + color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999); vec4 pos = vary_position; vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - frag_data[0] = vec4(color.rgb, 0.25); // diffuse + frag_data[0] = vec4(color.rgb, 0); // diffuse frag_data[1] = vec4(specular * 0.15, 0.5); // speccolor, spec frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0 } -- cgit v1.2.3