Fix for some objects not rendering underwater with advanced lighting enabled
parent
4a1b6bdeef
commit
38f62f5cee
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@ -41,7 +41,9 @@ VARYING vec2 vary_texcoord0;
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void fullbright_lighting_water()
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{
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vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
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vec4 color = diffuseLookup(vary_texcoord0.xy);
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color.rgb *= vertex_color.rgb;
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if (color.a < minimum_alpha)
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{
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@ -39,7 +39,9 @@ VARYING vec2 vary_texcoord0;
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void default_lighting_water()
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{
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vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color;
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vec4 color = diffuseLookup(vary_texcoord0.xy);
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color.rgb *= vertex_color.rgb;
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if (color.a < minimum_alpha)
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{
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@ -41,7 +41,9 @@ VARYING vec2 vary_texcoord0;
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void default_lighting_water()
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{
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vec4 color = texture2D(diffuseMap,vary_texcoord0.xy) * vertex_color;
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vec4 color = texture2D(diffuseMap,vary_texcoord0.xy);
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color.rgb *= vertex_color.rgb;
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if (color.a < minimum_alpha)
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{
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@ -144,8 +144,8 @@ void LLDrawPoolAlpha::beginRenderPass(S32 pass)
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if (LLPipeline::sUnderWaterRender)
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{
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simple_shader = &gObjectSimpleWaterAlphaMaskProgram;
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fullbright_shader = &gObjectFullbrightWaterAlphaMaskProgram;
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simple_shader = &gObjectSimpleWaterProgram;
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fullbright_shader = &gObjectFullbrightWaterProgram;
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emissive_shader = &gObjectEmissiveWaterProgram;
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}
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else
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