diff options
author | Graham Linden <graham@lindenlab.com> | 2019-05-14 08:24:23 -0700 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-05-14 08:24:23 -0700 |
commit | b9cd2ca7907e1543b77597fb7d9280944a9fa4bd (patch) | |
tree | e9076e56c6e4d9aa079d780c705b095f689694bf | |
parent | a984c5e66acbc0903cfdbd175e01c347bdb59cb7 (diff) |
SL-11085
Reduce spec bloom further.
3 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 274d1818f0..dabdf69681 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -357,7 +357,7 @@ vec3 post_diffuse = color.rgb; if (nh > 0.0) { float scol = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = sun_contrib*scol*spec.rgb*0.25; + vec3 speccol = sun_contrib*scol*spec.rgb / 16.0f; speccol = clamp(speccol, vec3(0), vec3(1)); bloom = dot(speccol, speccol); color += speccol; diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 2a24915ade..4e8062977d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -143,7 +143,7 @@ vec3 post_diffuse = color.rgb; if (nh > 0.0) { float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = sun_contrib*scontrib*spec.rgb*0.25; + vec3 speccol = sun_contrib*scontrib*spec.rgb / 16.0f; speccol = clamp(speccol, vec3(0), vec3(1)); bloom += dot(speccol, speccol); color += speccol; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 39b13b46cc..5aaac382a5 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -153,7 +153,7 @@ vec3 post_diffuse = color.rgb; if (nh > 0.0) { float scontrib = fres*texture2D(lightFunc, vec2(nh, spec.a)).r*gt/(nh*da); - vec3 speccol = sun_contrib*scontrib*spec.rgb * 0.25; + vec3 speccol = sun_contrib*scontrib*spec.rgb / 16.0; speccol = clamp(speccol, vec3(0), vec3(1)); bloom += dot (speccol, speccol); color += speccol; |