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authorGraham Linden <graham@lindenlab.com>2019-06-05 09:15:19 -0700
committerGraham Linden <graham@lindenlab.com>2019-06-05 09:15:19 -0700
commit2408e8be5ee66d8860cd7a8275012af1fa5635a6 (patch)
tree141a71bfd0c3efa3e9fc68a519df35721e39e2ad
parent48401b224d778b21e4d8ae08365718591907d14b (diff)
SL-11357
Nerf moisture and ice levels iff there's no sun or moon to generate light to refract.
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp7
1 files changed, 7 insertions, 0 deletions
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index b9bc7678e6..968607de5d 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -185,6 +185,13 @@ void LLDrawPoolWLSky::renderSkyHazeDeferred(const LLVector3& camPosLocal, F32 ca
F32 droplet_radius = (float)psky->getSkyDropletRadius();
F32 ice_level = (float)psky->getSkyIceLevel();
+ // hobble halos and rainbows when there's no light source to generate them
+ if (!psky->getIsSunUp() && !psky->getIsMoonUp())
+ {
+ moisture_level = 0.0f;
+ ice_level = 0.0f;
+ }
+
sky_shader->uniform1f(LLShaderMgr::MOISTURE_LEVEL, moisture_level);
sky_shader->uniform1f(LLShaderMgr::DROPLET_RADIUS, droplet_radius);
sky_shader->uniform1f(LLShaderMgr::ICE_LEVEL, ice_level);