Merge pull request #3602 from secondlife/geenz/eep-setting-fixes

- #3594 Adjustments to mitigate sun reflection being too narrow.
meow-7.2.2
Jonathan "Geenz" Goodman 2025-02-24 17:20:48 -05:00 committed by GitHub
commit 5b425eb9dc
No known key found for this signature in database
GPG Key ID: B5690EEEBB952194
2 changed files with 3 additions and 3 deletions

View File

@ -255,7 +255,7 @@ void main()
shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort);
#endif
vec3 sunlit_linear = srgb_to_linear(sunlit);
vec3 sunlit_linear = sunlit;
float fade = 1;
#ifdef TRANSPARENT_WATER
float depth = texture(depthMap, distort).r;
@ -317,7 +317,7 @@ void main()
pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc);
vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow;
vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow * atten;
radiance *= df2.y;
//radiance = toneMapNoExposure(radiance);
vec3 color = vec3(0);

View File

@ -213,7 +213,7 @@ void LLDrawPoolWater::renderPostDeferred(S32 pass)
else if (tex_b && !tex_a)
{
shader->bindTexture(LLViewerShaderMgr::BUMP_MAP, tex_b);
tex_a->setFilteringOption(filter_mode);
tex_b->setFilteringOption(filter_mode);
blend_factor = 0; // only one tex provided, no blending
}
else if (tex_b != tex_a)