From 9b511e87f5f3d52f430b89aa61860d5409469db7 Mon Sep 17 00:00:00 2001 From: Andrey Kleshchev Date: Mon, 26 Oct 2020 22:29:54 +0200 Subject: SL-13560 Water reflections do not reflect everything when ALM is enabled Contribution --- .../shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl | 6 +++--- .../shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl | 4 ++-- .../class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl | 4 +++- .../app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl | 4 ++-- .../shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl | 4 ++-- 5 files changed, 12 insertions(+), 10 deletions(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl index b768d609f4..d87403c78f 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightAlphaMaskNonIndexedF.glsl @@ -43,13 +43,13 @@ void default_lighting() { vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - color *= vertex_color; - if (color.a < minimum_alpha) { discard; } - + + color *= vertex_color; + color.rgb = atmosLighting(color.rgb); color.rgb = scaleSoftClip(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl index d04cd79f4b..37cac5f437 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterAlphaMaskF.glsl @@ -43,13 +43,13 @@ void fullbright_lighting_water() { vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - if (color.a < minimum_alpha) { discard; } + color.rgb *= vertex_color.rgb; + color.rgb = fullbrightAtmosTransport(color.rgb); frag_color = applyWaterFog(color); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl index 3b9c04b22b..c98db4795c 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightWaterNonIndexedAlphaMaskF.glsl @@ -41,13 +41,15 @@ VARYING vec2 vary_texcoord0; void fullbright_lighting_water() { - vec4 color = texture2D(diffuseMap, vary_texcoord0.xy) * vertex_color; + vec4 color = texture2D(diffuseMap, vary_texcoord0.xy); if (color.a < minimum_alpha) { discard; } + color.rgb *= vertex_color.rgb; + color.rgb = fullbrightAtmosTransport(color.rgb); frag_color = applyWaterFog(color); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl index 0916797259..9c89c09573 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskF.glsl @@ -41,13 +41,13 @@ void default_lighting_water() { vec4 color = diffuseLookup(vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - if (color.a < minimum_alpha) { discard; } + color.rgb *= vertex_color.rgb; + color.rgb = atmosLighting(color.rgb); frag_color = applyWaterFog(color); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl index f2a84f1d42..9de7a03180 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightWaterAlphaMaskNonIndexedF.glsl @@ -43,13 +43,13 @@ void default_lighting_water() { vec4 color = texture2D(diffuseMap,vary_texcoord0.xy); - color.rgb *= vertex_color.rgb; - if (color.a < minimum_alpha) { discard; } + color.rgb *= vertex_color.rgb; + color.rgb = atmosLighting(color.rgb); color = applyWaterFog(color); -- cgit v1.2.3