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authorGraham Linden <graham@lindenlab.com>2018-06-27 22:00:50 +0100
committerGraham Linden <graham@lindenlab.com>2018-06-27 22:00:50 +0100
commit5c2f49b86511f88de520f4297f20e6382139a927 (patch)
tree14faba1293222e0594e14be0eeb2e38e724e248c /indra/newview/app_settings/shaders/class1/windlight
parenta98d27d976f9cdb07635e7eb7d2c194cf3b7f987 (diff)
Make distinct ALM moon shader, tweak mix factor for day vs night moon shading, and fix transposed name of daycycle func.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/moonF.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
index 4d0d8882b9..933625986c 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
@@ -51,13 +51,13 @@ void main()
vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
vec4 c = mix(moonA, moonB, blend_factor);
+ c.rgb = pow(c.rgb, vec3(0.45f));
c.rgb = fullbrightAtmosTransport(c.rgb);
c.rgb = fullbrightScaleSoftClip(c.rgb);
- c.rgb = pow(c.rgb, vec3(0.45f));
// mix factor which blends when sunlight is brighter
// and shows true moon color at night
- float mix = dot(normalize(sunlight_color.rgb), lumWeights);
- mix = smoothstep(-0.5f, 2.0f, mix);
+ vec3 luma_weights = vec3(0.1, 0.3, 0.0);
+ float mix = 1.0f - dot(sunlight_color.rgb, luma_weights);
frag_color = vec4(c.rgb, mix * c.a);
}