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authorGraham Linden <graham@lindenlab.com>2019-07-22 12:21:24 -0700
committerGraham Linden <graham@lindenlab.com>2019-07-22 12:21:24 -0700
commitaa4b24beee1d6451370983517d7ac3755429e26f (patch)
tree041e59a88d1e2671262705911b979cc06709a791 /indra/newview/app_settings/shaders/class1/windlight
parentb1231c33cab45667842f66ba0a91831fa9f1393c (diff)
SL-11443
Make fullbright rigged objects with alpha mode none use fullbright shader instead of incorrectly using the material shader. Increase effect of variance in cloud shaders.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
index 1d004b2b3e..82fad4db5a 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/cloudShadowF.glsl
@@ -82,12 +82,12 @@ void main()
vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
// Offset texture coords
- uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density
+ uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density
uv2 += cloud_pos_density1.xy; //large texture, self shadow
uv3 += cloud_pos_density2.xy; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
- float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y));
+ float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0);
cloudDensity *= 1.0 - (density_variance * density_variance);