From 50b383e5aa333d453e906ae2beb28fe1da549bef Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Fri, 1 Feb 2019 09:45:07 -0800 Subject: Fix issue with OSX shader compiler not implementing #if correctly (nice job, Timmy). --- indra/newview/app_settings/settings.xml | 2 +- .../shaders/class1/deferred/moonF.glsl | 2 ++ .../app_settings/shaders/class1/deferred/skyF.glsl | 28 ++++++++++++---------- .../shaders/class1/deferred/waterF.glsl | 4 ++-- .../shaders/class1/environment/waterF.glsl | 2 +- 5 files changed, 21 insertions(+), 17 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index bb5ff19176..f591782694 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -8763,7 +8763,7 @@ Type Boolean Value - 0 + 1 RenderLocalLights diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index 7265275e36..379fdf8535 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -61,5 +61,7 @@ void main() frag_data[0] = vec4(c.rgb, c.a); frag_data[1] = vec4(0.0); frag_data[2] = vec4(0.0f); + + gl_FragDepth = 0.9998f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 0613111632..f8172cae17 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -44,18 +44,20 @@ vec3 scaleSoftClip(vec3 light); void main() { - // Potential Fill-rate optimization. Add cloud calculation - // back in and output alpha of 0 (so that alpha culling kills - // the fragment) if the sky wouldn't show up because the clouds - // are fully opaque. - - vec4 color; - color = vary_HazeColor; - color *= 2.; - - /// Gamma correct for WL (soft clip effect). - frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); - frag_data[1] = vec4(0.0,0.0,0.0,0.0); - frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog + // Potential Fill-rate optimization. Add cloud calculation + // back in and output alpha of 0 (so that alpha culling kills + // the fragment) if the sky wouldn't show up because the clouds + // are fully opaque. + + vec4 color; + color = vary_HazeColor; + color *= 2.; + + /// Gamma correct for WL (soft clip effect). + frag_data[0] = vec4(scaleSoftClip(color.rgb), 1.0); + frag_data[1] = vec4(0.0,0.0,0.0,0.0); + frag_data[2] = vec4(0.5,0.5,0.0,1.0); //1.0 in norm.w masks off fog + + gl_FragDepth = 0.999f; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 40d4c24d34..531425b588 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -165,11 +165,11 @@ void main() color.rgb = atmosTransport(color.rgb); color.rgb = scaleSoftClipFrag(color.rgb); - color.a = spec * sunAngle2; + color.a = (water_edge > 0) ? 1.0 : (spec * sunAngle2); vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - frag_data[0] = vec4(color.rgb, color); // diffuse + frag_data[0] = vec4(color.rgb, 1); // diffuse frag_data[1] = vec4(0); // speccolor, spec frag_data[2] = vec4(encode_normal(screenspacewavef.xyz*0.5+0.5), 0.05, 0);// normalxy, 0, 0 } diff --git a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl index f228deb938..a4e3f94816 100644 --- a/indra/newview/app_settings/shaders/class1/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/waterF.glsl @@ -157,7 +157,7 @@ void main() color.rgb = scaleSoftClip(color.rgb); color.a = spec * sunAngle2; -#if WATER_EDGE +#if defined(WATER_EDGE) gl_FragDepth = 0.9999847f; #endif -- cgit v1.2.3