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authorGraham Linden <graham@lindenlab.com>2019-04-23 13:12:16 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-23 13:12:16 -0700
commita685e024a62751289ccfa41c962b039d1de748bd (patch)
tree1664379041cf03014e7becf1dd22c81e9f7ee0f7 /indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
parent48f66434b84438b1d7146af4e6ba9d2c681153b6 (diff)
SL-10901
Bias shadow sampling and allow control of how dark shadows are (clamped ambient).
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl3
1 files changed, 2 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 6f18244875..68deedd0d0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -70,6 +70,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
vec3 getNorm(vec2 pos_screen);
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
+float getAmbientClamp();
void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
@@ -111,7 +112,7 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = max(0.66, ambient);
+ ambient = max(getAmbientClamp(), ambient);
ambient = 1.0 - ambient;
vec3 sun_contrib = final_da * sunlit;