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| author | Roxanne Skelly <roxie@lindenlab.com> | 2024-05-20 14:36:14 -0700 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-05-20 14:36:14 -0700 |
| commit | a1d7d2abc304b59fbca26f0ca23c926762be10a1 (patch) | |
| tree | fcb3901b838af753e40c2ddd1ce84b95a6c2f603 /indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | |
| parent | f51797f088808029745161854aa86b775f041a64 (diff) | |
| parent | 3a212d9608492ae64a3a32f80790371b90be9e9e (diff) | |
Merge pull request #1532 from secondlife/roxie/webrtc-voice
[WebRTC] Merge from main
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); } |
