diff options
author | Graham Linden <graham@lindenlab.com> | 2019-06-05 08:58:28 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-06-05 08:58:28 -0700 |
commit | 48401b224d778b21e4d8ae08365718591907d14b (patch) | |
tree | 0955de007d377e7c88d2d6db6d0e5859e0e18370 /indra/newview/app_settings/shaders/class1 | |
parent | 42ddf24b8e206029f3fc9a4b3c1bd7138c1a849b (diff) |
SL-9989
Clamp fog distance multiplier to >= 0.05 and adjust min range on control as well.
Make sky shaders use dist mul consistently.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 9116b86f39..291e160cdc 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -68,7 +68,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o vec4 light_atten; float dens_mul = density_multiplier; - float dist_mul = distance_multiplier; + float dist_mul = max(0.05, distance_multiplier); //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes |