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authorGraham Linden <graham@lindenlab.com>2019-05-21 16:00:45 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-21 16:00:45 -0700
commite9dbee00262a437e4b3f971b37ea636e92032133 (patch)
tree57f79641ee532f3f80b0fbd89d3a1f42de398829 /indra/newview/app_settings/shaders/class1/windlight
parent78e62fe0f16d95a2afb6c4205b121db189c297b9 (diff)
SL-11238
Fix ambient light inputs to the renderer. Fix 3rd sky shader w/ mistaken density mod conversion. Make ambient clamp apply to all modes. Tune ALM ambient clamp to match non-ALM.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
-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 68eb671e7c..55ffbdcc46 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -44,7 +44,7 @@ uniform float sun_moon_glow_factor;
float getAmbientClamp()
{
- return 0.45f;
+ return 0.9;
}
void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) {