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author | Runitai Linden <davep@lindenlab.com> | 2020-03-05 16:28:06 -0600 |
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committer | Runitai Linden <davep@lindenlab.com> | 2020-03-05 16:28:06 -0600 |
commit | 7c7d71269f5b47397d14bbe44e341e4ac1d96889 (patch) | |
tree | ea9ff1c27a6e067d225929b2f28d637db32d20bf /indra/newview/app_settings/shaders/class1/windlight | |
parent | 90ad38db065877be16371e7814a39618135a30ab (diff) |
WIP - Windlight sun lighting should happen in sRGB space, not linear space. This keeps ambient from getting overblown and better matches environment lighting with ALM on/off.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 3 |
1 files changed, 2 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 e5f1e11180..dcb02bd1c1 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -46,6 +46,7 @@ float getAmbientClamp() return 1.0f; } + void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao) { vec3 P = inPositionEye; @@ -123,7 +124,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou temp2.x *= sun_moon_glow_factor; vec4 amb_color = ambient_color; - + //increase ambient when there are more clouds vec4 tmpAmbient = amb_color + (vec4(1.) - amb_color) * cloud_shadow * 0.5; |