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authorDave Parks <davep@lindenlab.com>2023-03-29 13:24:07 -0500
committerDave Parks <davep@lindenlab.com>2023-03-29 13:24:07 -0500
commitb130831106d058f0be5414a9a3bcaa99636c7bc0 (patch)
treef83e82760c4b3a3eeb7186439c8b45d21120ef6e /indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
parent4f651bceabc721c9c05e58c74583373ec5d9bcba (diff)
DRTVWR-559 Dynamic exposure followup -- stochastic sampling, weight based on luminance and distance to center of screen, rebalance night, don't rely on blending not clamping R16F.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 7129718ff8..0d3dbf85e2 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -63,7 +63,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
float scale = 2.0;
- vec3 sunlight = (sun_up_factor == 1) ? sunlight_color * scale: moonlight_color/scale;
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color * scale: moonlight_color*0.75;
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes