Fix for some objects not rendering underwater with advanced lighting enabled

meow-7.2.2
Dave Parks 2013-05-30 17:44:05 -05:00
parent 4a1b6bdeef
commit 38f62f5cee
4 changed files with 11 additions and 5 deletions

View File

@ -41,7 +41,9 @@ VARYING vec2 vary_texcoord0;
void fullbright_lighting_water()
{
vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
vec4 color = diffuseLookup(vary_texcoord0.xy);
color.rgb *= vertex_color.rgb;
if (color.a < minimum_alpha)
{

View File

@ -39,7 +39,9 @@ VARYING vec2 vary_texcoord0;
void default_lighting_water()
{
vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
vec4 color = diffuseLookup(vary_texcoord0.xy);
color.rgb *= vertex_color.rgb;
if (color.a < minimum_alpha)
{

View File

@ -41,7 +41,9 @@ VARYING vec2 vary_texcoord0;
void default_lighting_water()
{
vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
color.rgb *= vertex_color.rgb;
if (color.a < minimum_alpha)
{

View File

@ -144,8 +144,8 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass)
if (LLPipeline::sUnderWaterRender)
{
simple_shader = &gObjectSimpleWaterAlphaMaskProgram;
fullbright_shader = &gObjectFullbrightWaterAlphaMaskProgram;
simple_shader = &gObjectSimpleWaterProgram;
fullbright_shader = &gObjectFullbrightWaterProgram;
emissive_shader = &gObjectEmissiveWaterProgram;
}
else