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authorRunitaiLinden <davep@lindenlab.com>2023-04-04 12:29:12 -0500
committerGitHub <noreply@github.com>2023-04-04 10:29:12 -0700
commit698966f8e7ddcc0b123a83d7c4e381778f8cd8ab (patch)
tree38132d861fbd835d36963e6a4c71048ac957d163 /indra/newview/app_settings/shaders/class1
parent7be7c66b0e43baef64871dac278eac5726e28d25 (diff)
SL-19538 Remove hacky ambiance scale and take the mittens off probe a… (#151)
* SL-19538 Remove hacky ambiance scale and take the mittens off probe ambiance values. Fix for sky brightening being done in sRGB space.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl2
2 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 3a15fd1111..03df9fd4a1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -44,7 +44,6 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
vec3 srgb_to_linear(vec3 cs);
vec3 linear_to_srgb(vec3 cl);
vec3 fullbrightAtmosTransport(vec3 light);
-vec3 fullbrightScaleSoftClip(vec3 light);
#ifdef HAS_ALPHA_MASK
uniform float minimum_alpha;
@@ -88,8 +87,9 @@ void main()
#endif
#ifndef IS_HUD
- color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = srgb_to_linear(color.rgb);
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+
#endif
frag_color.rgb = color.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 0090155e5c..62d134188c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -91,7 +91,7 @@ void main()
vary_LightNormPosDot = rel_pos_lightnorm_dot;
// Initialize temp variables
- vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color;
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes