diff options
author | Graham Linden <graham@lindenlab.com> | 2019-07-03 10:04:05 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-07-03 10:04:05 -0700 |
commit | 48f169423ba0c1da8ffe13fc8bc4cec76336d8fc (patch) | |
tree | b98913a1c97fa68a5e7d892839c01b1db34c4e15 /indra/newview/app_settings/shaders/class1/windlight | |
parent | 7e5000bb64ca8eea3fe188ebb7bccff3bdfa82e7 (diff) |
SL-11545, SL-11543, SL-10625
Fix emissives without normal maps clobbering the alpha output in materialF.
Modify glow size calc to get close to pre-EEP sun glow behavior (may require sky vert settings >= mid).
Make bake ignore alpha readback for Intel until we can determine why their drivers now go boom.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index deda4d8b7e..786a65df0f 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 = max(0.05, distance_multiplier); + float dist_mul = distance_multiplier; //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes @@ -107,9 +107,9 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o //temp2.x is 0 at the sun and increases away from sun temp2.x = max(temp2.x, .001); //was glow.y //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x * 1.8; + temp2.x *= glow.x; //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z * 0.2); + temp2.x = pow(temp2.x, glow.z); //glow.z should be negative, so we're doing a sort of (1 / "angle") function //add "minimum anti-solar illumination" |