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authorGraham Linden <graham@lindenlab.com>2019-06-05 08:58:28 -0700
committerGraham Linden <graham@lindenlab.com>2019-06-05 08:58:28 -0700
commit48401b224d778b21e4d8ae08365718591907d14b (patch)
tree0955de007d377e7c88d2d6db6d0e5859e0e18370 /indra/newview/app_settings/shaders/class1
parent42ddf24b8e206029f3fc9a4b3c1bd7138c1a849b (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.glsl2
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