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author | Graham Linden <graham@lindenlab.com> | 2019-04-08 10:34:59 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-04-08 10:34:59 -0700 |
commit | 282f91aaf38cd108ee96475e351623ae203c57a6 (patch) | |
tree | e1fc9616c7ce204d906dc9de9ed1a256361cc448 /indra/newview/app_settings/shaders/class2/windlight | |
parent | fe589170d3faa5ca681baca7b9a664e2d851cd6e (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.glsl | 2 |
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; |