diff options
| author | Graham Linden <graham@lindenlab.com> | 2019-01-25 16:29:05 -0800 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2019-01-25 16:29:05 -0800 | 
| commit | 431a26c118ec0dea154a2fb2c93ae96ae41b3d7b (patch) | |
| tree | 02a4e1bc0f67dc7a8bfac308e552dc98edf213f3 /indra/newview/app_settings/shaders/class1/deferred | |
| parent | 64ce16aa078a028a2009d0d76bc2bf2133f033c5 (diff) | |
SL-10303, SL-10414
Fix positioning of sun/moon discs w.r.t atmo haze glow.
Disable killing glow when sun is not up.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl | 2 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/moonV.glsl | 5 | 
2 files changed, 4 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl index fe336fc3a8..baf54c1fbe 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl @@ -132,7 +132,7 @@ void main()  	temp2.x = pow(temp2.x, glow.z);  		// glow.z should be negative, so we're doing a sort of (1 / "angle") function -        temp2.x *= sun_up_factor; +        //temp2.x *= sun_up_factor;  	// Add "minimum anti-solar illumination"  	temp2.x += .25; diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl index 0a68fc82f7..e1bac4f248 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonV.glsl @@ -37,10 +37,11 @@ void calcAtmospherics(vec3 eye_pos);  void main()  {      //transform vertex -    vec4 vert = vec4(position.xyz, 1.0); +    vec3 offset = vec3(0, 0, 50); +    vec4 vert = vec4(position.xyz - offset, 1.0);      vec4 pos = (modelview_matrix * vert); -    gl_Position = modelview_projection_matrix*vec4(position.xyz, 1.0); +    gl_Position = modelview_projection_matrix*vert;      calcAtmospherics(pos.xyz); | 
