From 83d3e565f702c5c7baefbe7800428ae80da134c5 Mon Sep 17 00:00:00 2001
From: Graham Linden <graham@lindenlab.com>
Date: Fri, 28 Jun 2019 14:47:24 -0700
Subject: Modify water blend between refl and refr maps to preserve sunset
 colors more like non-ALM.

---
 indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 8 +++++---
 1 file changed, 5 insertions(+), 3 deletions(-)

(limited to 'indra/newview')

diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
index 8554ebef0b..b24da15a07 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl
@@ -155,16 +155,18 @@ void main()
 	vec2 distort2 = distort+wavef.xy*(refScale * 0.01)/max(dmod*df1, 1.0);
 		
 	vec4 fb = texture2D(screenTex, distort2);
+    fb.rgb = srgb_to_linear(fb.rgb);
 	
 	//mix with reflection
 	// 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 * 0.999999);
+	color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.49999 + 0.5);
 	
 	vec4 pos = vary_position;
 	
 	color.rgb += spec * specular;
-	
-	color.rgb = atmosTransport(color.rgb);
+
+	//color.rgb = atmosTransport(color.rgb);
+    color.rgb *= 2.0f;
 	color.rgb = scaleSoftClip(color.rgb);
     
 	color.a   = spec * sunAngle2;
-- 
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