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authorGraham Linden <graham@lindenlab.com>2019-05-07 15:36:43 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-07 15:36:43 -0700
commita1e8042c1f2f1ab0ed5b6040535348974e659556 (patch)
tree6dc73e850b3f3be2d202ede8fee351302bd582ee /indra/newview/app_settings/shaders/class2/deferred
parent570bbdb779f5e4be0c1804862bdffc9c5a1beb1b (diff)
SL-11055, SL-10966, SL-11087
Make haze look more like WL. Make lack of sun and moon mean black and fixed dir to prevent spooky underlighting.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/skyF.glsl7
1 files changed, 4 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index bd0ca0a46e..eb95890e08 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -44,6 +44,7 @@ uniform float haze_density;
uniform float cloud_shadow;
uniform float density_multiplier;
+uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
@@ -117,7 +118,8 @@ void main()
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
- float dens_mul = density_multiplier * 0.45;
+ float dens_mul = density_multiplier;
+ float dist_mul = distance_multiplier;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
@@ -139,8 +141,7 @@ void main()
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z);
-
+ temp1 = exp(-temp1 * temp2.z * dist_mul);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);