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author | Graham Linden <graham@lindenlab.com> | 2019-04-23 13:12:16 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-04-23 13:12:16 -0700 |
commit | a685e024a62751289ccfa41c962b039d1de748bd (patch) | |
tree | 1664379041cf03014e7becf1dd22c81e9f7ee0f7 /indra/newview/app_settings/shaders/class1/windlight | |
parent | 48f66434b84438b1d7146af4e6ba9d2c681153b6 (diff) |
SL-10901
Bias shadow sampling and allow control of how dark shadows are (clamped ambient).
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 5 |
1 files changed, 5 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 07190d081e..09fb3e4c8a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -42,6 +42,11 @@ uniform mat3 ssao_effect_mat; uniform int no_atmo; uniform float sun_moon_glow_factor; +float getAmbientClamp() +{ + return 0.88f; +} + void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { vec3 P = inPositionEye; |