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authorGraham Linden <graham@lindenlab.com>2019-04-08 10:34:59 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-08 10:34:59 -0700
commit282f91aaf38cd108ee96475e351623ae203c57a6 (patch)
treee1fc9616c7ce204d906dc9de9ed1a256361cc448 /indra/newview/app_settings/shaders/class2/windlight
parentfe589170d3faa5ca681baca7b9a664e2d851cd6e (diff)
Make ambient clamping consistent between class1/2 deferred lighting and forward rendering.
Add decls for intermediate lighting values for debug.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 40c521cd2c..f1398afb99 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -152,7 +152,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
+ tmpAmbient));
//brightness of surface both sunlight and ambient
- sunlit = vec3(sunlight.rgb* 0.5);
+ sunlit = vec3(sunlight.rgb);
amblit = vec3(tmpAmbient * .25);
additive = normalize(additive);
additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;