summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/windlight
diff options
context:
space:
mode:
authorGraham Linden <graham@lindenlab.com>2019-04-22 10:21:10 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-22 10:21:10 -0700
commit4d76ba2d23c22e9a507a0eb7687b3750091b356f (patch)
tree3a39e4c40664561bc27891f56f2e8cd63cd8f063 /indra/newview/app_settings/shaders/class1/windlight
parentdd1cc2f3b1df472be405f4b95107972be1ea1a62 (diff)
Fix mismatch between release and EEP in sunlight and ambient color from settings.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl6
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 3d05912f49..fc49562235 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -62,8 +62,8 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
- float dens_mul = density_multiplier * 0.5; // get back to original pre-EEP range...
- float dist_mul = distance_multiplier * 0.1; // get back to original pre-EEP range...
+ float dens_mul = density_multiplier;
+ float dist_mul = distance_multiplier * 0.1;
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
@@ -76,7 +76,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
haze_weight = vec4(haze_density) / temp1;
//(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
- temp2.y = max(0.0, tmpLightnorm.y);
+ temp2.y = max(0.0, tmpLightnorm.z);
if (temp2.y > 0.001f)
{
temp2.y = 1. / temp2.y;