From b80b45e6962ea129d678b1c7e50fcebb499ed0f9 Mon Sep 17 00:00:00 2001 From: Rye Mutt <rye@alchemyviewer.org> Date: Fri, 3 Jul 2020 17:34:17 -0400 Subject: [PATCH] Make the water sparkle again --- .../shaders/class1/deferred/underWaterF.glsl | 2 +- .../shaders/class1/deferred/waterF.glsl | 15 +++------------ 2 files changed, 4 insertions(+), 13 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index 9a5debb3c12..be0d7280703 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -77,6 +77,6 @@ void main() vec4 fb = texture2D(screenTex, distort); frag_data[0] = vec4(fb.rgb, 1.0); // diffuse - frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec + frag_data[1] = vec4(specular * 0.5, 0.95); // speccolor*spec, spec frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, env intens, atmo kill } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index a157e9c017b..6f0882bcf0b 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -158,10 +158,7 @@ void main() //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 * 0.99999f); - - vec4 pos = vary_position; - + color.rgb = mix(fb.rgb, refcol.rgb, df1); color.rgb += spec * specular; color.rgb = atmosTransport(color.rgb); @@ -171,14 +168,8 @@ void main() vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz); - //frag_data[0] = color; - - // TODO: The non-obvious assignment below is copied from the pre-EEP WL shader code - // Unfortunately, fixing it causes a mismatch for EEP, and so it remains... for now - // SL-12975 (unfix pre-EEP broken alpha) - frag_data[0] = vec4(color.rgb, color); // Effectively, color.rgbr - + frag_data[0] = color; - frag_data[1] = vec4(0); // speccolor, spec + frag_data[1] = vec4(specular * 0.5, 0.35); // speccolor, spec frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0 } -- GitLab