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author | Andrey Lihatskiy <alihatskiy@productengine.com> | 2024-05-13 17:06:17 +0300 |
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committer | GitHub <noreply@github.com> | 2024-05-13 17:06:17 +0300 |
commit | 9013267da2269a9bd9683862b7449db1b1093afc (patch) | |
tree | 336172dfd6468e8bafa1d9c4a229624e85ffecfb /indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | |
parent | 0cb2c511bc2a0f54eb7b3a4c2988d7ebec96e3be (diff) | |
parent | 38c2a5bde985a6a8a96d912d432f8bdf7e5b60be (diff) |
Merge pull request #1373 from secondlife/marchcat/x-ws-merge
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 10 |
1 files changed, 5 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index a1da4b1f9a..b7cd3f0589 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -57,9 +57,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 rel_pos_norm = normalize(rel_pos); float rel_pos_len = length(rel_pos); - + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color; - + // sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y); @@ -119,7 +119,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb); // brightness of surface both sunlight and ambient - + sunlit = sunlight.rgb; amblit = tmpAmbient; @@ -128,7 +128,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 srgb_to_linear(vec3 col); -// provide a touch of lighting in the opposite direction of the sun light +// provide a touch of lighting in the opposite direction of the sun light // so areas in shadow don't lose all detail float ambientLighting(vec3 norm, vec3 light_dir) { @@ -150,7 +150,7 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou // (allows for mixing of light sources other than sunlight e.g. reflection probes) sunlit *= sky_sunlight_scale; amblit *= sky_ambient_scale; - + amblit = srgb_to_linear(amblit); amblit *= ambientLighting(norm, light_dir); } |