summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class1/windlight
diff options
context:
space:
mode:
authorGraham Linden <graham@lindenlab.com>2019-04-23 13:12:16 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-23 13:12:16 -0700
commita685e024a62751289ccfa41c962b039d1de748bd (patch)
tree1664379041cf03014e7becf1dd22c81e9f7ee0f7 /indra/newview/app_settings/shaders/class1/windlight
parent48f66434b84438b1d7146af4e6ba9d2c681153b6 (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.glsl5
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;