Fix broken water reflection/refraction mix.
Restore 1.0 alpha to prevent atmo being applied directly to water. Fix broken shadow frust generation.meow-7.2.2
parent
24acb7d5c3
commit
4239705608
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@ -149,14 +149,14 @@ void main()
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vec4 fb = texture2D(screenTex, distort2);
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//mix with reflection
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color.rgb = fb.rgb;
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color.rgb += refcol.rgb * df1;
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// Note we actually want to use just df1, but multiplying by 0.999999 gets around an nvidia compiler bug
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color.rgb = mix(fb.rgb, refcol.rgb, df1 * 0.99999);
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vec4 pos = vary_position;
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vec3 screenspacewavef = normalize((norm_mat*vec4(wavef, 1.0)).xyz);
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frag_data[0] = vec4(color.rgb, 0.25); // diffuse
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frag_data[0] = vec4(color.rgb, 0); // diffuse
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frag_data[1] = vec4(specular * 0.15, 0.5); // speccolor, spec
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frag_data[2] = vec4(encode_normal(screenspacewavef.xyz), 0.05, 0);// normalxy, 0, 0
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}
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@ -10181,8 +10181,7 @@ void LLPipeline::generateSunShadow(LLCamera& camera)
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//LLVector3 n = RenderShadowNearDist;
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//F32 nearDist[] = { n.mV[0], n.mV[1], n.mV[2], n.mV[2] };
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LLVector3 caster_dir(environment.getIsSunUp() ? LLVector3(environment.getClampedSunNorm()) :
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environment.getIsMoonUp() ? LLVector3(environment.getClampedMoonNorm()) : LLVector3(0,0,1));
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LLVector3 caster_dir(environment.getIsSunUp() ? mSunDir : mMoonDir);
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//put together a universal "near clip" plane for shadow frusta
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LLPlane shadow_near_clip;
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