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authorGraham Linden <graham@lindenlab.com>2019-04-22 10:21:10 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-22 10:21:10 -0700
commit4d76ba2d23c22e9a507a0eb7687b3750091b356f (patch)
tree3a39e4c40664561bc27891f56f2e8cd63cd8f063 /indra/newview/app_settings/shaders/class2/deferred
parentdd1cc2f3b1df472be405f4b95107972be1ea1a62 (diff)
Fix mismatch between release and EEP in sunlight and ambient color from settings.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/skyF.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index ea926ab5f1..a8eb7102ed 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -117,7 +117,7 @@ void main()
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
- float dens_mul = density_multiplier * 0.5;
+ float dens_mul = density_multiplier;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes