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authorErik Kundiman <erik@megapahit.org>2024-07-27 15:17:57 +0800
committerErik Kundiman <erik@megapahit.org>2024-07-28 08:24:59 +0800
commit96a81b5ecbe3bffb582ded930752c0523df5e80a (patch)
treea87a0bd09fd980562e88150dbfea3819d28d9f12 /indra/newview/app_settings/shaders/class1/windlight
parent06e8f0c443c1ba7858d000c6d695b7e988e02053 (diff)
parented73208eb96b862b97fa285036edea1e792ca3c6 (diff)
Merge remote-tracking branch 'secondlife/release/2024.06-atlasaurus' into 2024.06-atlasaurus
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl10
1 files changed, 5 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index a2125b2aec..38fdd379ea 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -57,9 +57,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
-
+
vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color;
-
+
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);
@@ -119,7 +119,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);
// brightness of surface both sunlight and ambient
-
+
sunlit = sunlight.rgb;
amblit = tmpAmbient;
@@ -128,7 +128,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 srgb_to_linear(vec3 col);
-// provide a touch of lighting in the opposite direction of the sun light
+// provide a touch of lighting in the opposite direction of the sun light
// so areas in shadow don't lose all detail
float ambientLighting(vec3 norm, vec3 light_dir)
{
@@ -150,7 +150,7 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou
// (allows for mixing of light sources other than sunlight e.g. reflection probes)
sunlit *= sky_sunlight_scale;
amblit *= sky_ambient_scale;
-
+
amblit = srgb_to_linear(amblit);
amblit *= ambientLighting(norm, light_dir);
}