Merge pull request #3602 from secondlife/geenz/eep-setting-fixes
- #3594 Adjustments to mitigate sun reflection being too narrow.meow-7.2.2
commit
5b425eb9dc
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@ -255,7 +255,7 @@ void main()
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shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort);
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#endif
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vec3 sunlit_linear = srgb_to_linear(sunlit);
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vec3 sunlit_linear = sunlit;
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float fade = 1;
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#ifdef TRANSPARENT_WATER
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float depth = texture(depthMap, distort).r;
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@ -317,7 +317,7 @@ void main()
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pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc);
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vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow;
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vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow * atten;
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radiance *= df2.y;
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//radiance = toneMapNoExposure(radiance);
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vec3 color = vec3(0);
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@ -213,7 +213,7 @@ void LLDrawPoolWater::renderPostDeferred(S32 pass)
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else if (tex_b && !tex_a)
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{
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shader->bindTexture(LLViewerShaderMgr::BUMP_MAP, tex_b);
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tex_a->setFilteringOption(filter_mode);
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tex_b->setFilteringOption(filter_mode);
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blend_factor = 0; // only one tex provided, no blending
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}
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else if (tex_b != tex_a)
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