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authorDave Parks <davep@lindenlab.com>2023-04-06 18:58:24 -0500
committerDave Parks <davep@lindenlab.com>2023-04-06 18:58:24 -0500
commitb127e1bd12442953801eb6b53f052aa69d8ee580 (patch)
treecdc2031e8536d5f0d77ce1a1c0fa0800b720c16e /indra/newview/app_settings/shaders/class2/windlight
parentbb79718c8f0050569c80a1bfe4dd428321706d1a (diff)
SL-19538 Nudge sun brightness and replace "gamma" with an exposure scaler approximation
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl4
1 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 12a99edc34..7f6827b160 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -141,7 +141,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
// fudge sunlit and amblit to get consistent lighting compared to legacy
// midday before PBR was a thing
- sunlit = sunlight.rgb;
+ sunlit = sunlight.rgb * (1.0+sun_up_factor*0.3);
amblit = tmpAmbient.rgb * 0.25;
additive *= vec3(1.0 - combined_haze);
@@ -172,7 +172,7 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou
sunlit *= 2.0;
// squash ambient to approximate whatever weirdness legacy atmospherics were doing
- amblit = ambient_color * 0.5;
+ amblit = ambient_color * 0.5 * (1.0+sun_up_factor*0.3);
amblit *= ambientLighting(norm, light_dir);
amblit = srgb_to_linear(amblit);