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author | Graham Linden <graham@lindenlab.com> | 2019-04-18 13:07:49 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-04-18 13:07:49 -0700 |
commit | 935adb60831166af49a61b4af97526819d54cb23 (patch) | |
tree | c5c1d57acac12283c6b0b2bdc0a9dab57fb371cf | |
parent | 1a9f9ae089111d9aa23dab97c02fb9fdb55f4865 (diff) |
SL-10966
Don't re-range density multiplier twice.
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index d503de6f24..1d105690d1 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -89,7 +89,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o sunlight *= exp(-light_atten * temp2.y); // main atmospheric scattering line integral - temp2.z = Plen * dens_mul / 2.0f; // 2.0 to get range back to what it was pre-EEP... + temp2.z = Plen * dens_mul; // Transparency (-> temp1) // ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati |