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authorRunitaiLinden <davep@lindenlab.com>2023-06-21 20:50:50 -0500
committerRunitaiLinden <davep@lindenlab.com>2023-06-21 20:50:50 -0500
commit85967398ff8591170d89374652a6998ff6cd3d69 (patch)
treef19aafb25d3d03dd2e02f784f1cff8ba22c4e42b /indra/newview/app_settings/shaders/class1/windlight
parent3b8d7c61725182a4ba1d4e0b96066f6dd53b80c4 (diff)
SL-19792 Fix for visible gaps in water between region water and void water.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl2
1 files changed, 0 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
index 48cf234aa0..41a848a14f 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl
@@ -36,8 +36,6 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
{
light *= atten.r;
additive = srgb_to_linear(additive*2.0);
- // magic 1.25 here is to match the default RenderSkyHDRScale -- this parameter needs to be plumbed into sky settings or something
- // so it's available to all shaders that call atmosFragLighting instead of just softenLightF.glsl
additive *= sky_hdr_scale;
light += additive;
return light;