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authorDave Parks <davep@lindenlab.com>2023-03-30 18:19:32 -0500
committerDave Parks <davep@lindenlab.com>2023-03-30 18:19:32 -0500
commit46702c4e80e96cd8dbe7f37d5c14fbb1830e798d (patch)
tree69e16b29fc885574b4e5d4452fbc3392ff08553a /indra/newview/app_settings/shaders/class2/windlight
parent70bdf55439a57116cbd2c9bb32e78a8ada251d78 (diff)
DRTVWR-559 Auto exposure tuning.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 0d3dbf85e2..12a99edc34 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -62,8 +62,8 @@ 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*0.75;
+
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color;
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
@@ -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 / scale;
+ sunlit = sunlight.rgb;
amblit = tmpAmbient.rgb * 0.25;
additive *= vec3(1.0 - combined_haze);