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authorGraham Linden <graham@lindenlab.com>2019-05-07 15:36:43 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-07 15:36:43 -0700
commita1e8042c1f2f1ab0ed5b6040535348974e659556 (patch)
tree6dc73e850b3f3be2d202ede8fee351302bd582ee /indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
parent570bbdb779f5e4be0c1804862bdffc9c5a1beb1b (diff)
SL-11055, SL-10966, SL-11087
Make haze look more like WL. Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index a3041fccdc..6788cc1f63 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -68,7 +68,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
vec4 light_atten;
float dens_mul = density_multiplier;
- float dist_mul = distance_multiplier * 0.1;
+ float dist_mul = distance_multiplier;
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes