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author | Ptolemy <ptolemy@lindenlab.com> | 2020-07-01 13:27:19 -0700 |
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committer | Ptolemy <ptolemy@lindenlab.com> | 2020-07-01 13:42:23 -0700 |
commit | b5739323e1a37b3a59eb738b8620c2e2c02a4c55 (patch) | |
tree | ddb6603a616343b53861984d36c9b6b15d2b7b44 | |
parent | 374652a2d93ad96094c395877d453fc8d6ba8662 (diff) |
SL-12978: Fix off-axis water dimming
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 9 |
1 files changed, 2 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index dcb02bd1c1..5bb2d18890 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -81,13 +81,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); - if (abs(temp2.y) > 0.000001f) - { - temp2.y = 1. / abs(temp2.y); - } - temp2.y = max(0.0000001f, temp2.y); - sunlight *= exp(-light_atten * temp2.y); + // SL-12978: temp2.y = 1; optimized away + sunlight *= exp(-light_atten); // main atmospheric scattering line integral temp2.z = Plen * dens_mul; |