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authorDave Parks <davep@lindenlab.com>2023-03-27 18:22:53 -0500
committerDave Parks <davep@lindenlab.com>2023-03-27 18:22:53 -0500
commit366bae14963151905cae7a08c4c77d422223b9e1 (patch)
treec4b988ca728257acd1a0675f8369fc2b8f1b2f14 /indra/newview/app_settings/shaders/class1
parentc20058b7a7207cb80426796d9d77864c696a5eec (diff)
DRTVWR-559 Fix for off-white metal not looking chromed when it should (fake hacky HDR sky reflections).
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl8
1 files changed, 6 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 1424b57d6f..f028b303f7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -32,8 +32,8 @@ ATTRIBUTE vec3 position;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-VARYING vec3 vary_HazeColor;
-VARYING float vary_LightNormPosDot;
+out vec3 vary_HazeColor;
+out float vary_LightNormPosDot;
// Inputs
uniform vec3 camPosLocal;
@@ -56,6 +56,8 @@ uniform float max_y;
uniform vec3 glow;
uniform float sun_moon_glow_factor;
+uniform int cube_snapshot;
+
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
@@ -90,6 +92,8 @@ void main()
// Initialize temp variables
vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ float scale = cube_snapshot*0.75+1;
+ sunlight *= scale;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes