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authorDave Parks <davep@lindenlab.com>2023-02-10 14:43:12 -0600
committerDave Parks <davep@lindenlab.com>2023-02-10 14:43:12 -0600
commitaca35b884f09cb35aa53af328d5d7b55ba6360d3 (patch)
tree26603d4c115b1da9b7570bce29e1ee157437484a /indra/newview/app_settings/shaders/class1/environment
parent579fc82f8a5c3e2a3a7834541f0cb0c3de8d4d91 (diff)
SL-18671 Adjust fog density to more closely match sRGB space results.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/environment')
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
index 5765e04014..16651dcdbc 100644
--- a/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/waterFogF.glsl
@@ -92,7 +92,7 @@ vec4 applyWaterFogViewLinearNoClip(vec3 pos, vec4 color, vec3 sunlit)
//get "thickness" of water
float l = max(depth, 0.1);
- float kd = waterFogDensity;
+ float kd = waterFogDensity*1.3;
float ks = waterFogKS;
vec4 kc = waterFogColor;
kc.rgb = srgb_to_linear(kc.rgb); // TODO -- pass in waterFogColor linear