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authorGraham Linden <graham@lindenlab.com>2019-04-18 13:07:49 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-18 13:07:49 -0700
commit935adb60831166af49a61b4af97526819d54cb23 (patch)
treec5c1d57acac12283c6b0b2bdc0a9dab57fb371cf
parent1a9f9ae089111d9aa23dab97c02fb9fdb55f4865 (diff)
SL-10966
Don't re-range density multiplier twice.
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl2
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