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authorGraham Linden <graham@lindenlab.com>2019-06-05 08:58:28 -0700
committerGraham Linden <graham@lindenlab.com>2019-06-05 08:58:28 -0700
commit48401b224d778b21e4d8ae08365718591907d14b (patch)
tree0955de007d377e7c88d2d6db6d0e5859e0e18370 /indra/newview/app_settings/shaders/class2/windlight
parent42ddf24b8e206029f3fc9a4b3c1bd7138c1a849b (diff)
SL-9989
Clamp fog distance multiplier to >= 0.05 and adjust min range on control as well. Make sky shaders use dist mul consistently.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl4
2 files changed, 5 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index 97eeb302d9..372c782d74 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -106,7 +106,7 @@ void main()
vec4 light_atten;
float dens_mul = density_multiplier;
- float dist_mul = distance_multiplier;
+ float dist_mul = max(0.05, distance_multiplier);
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
@@ -128,7 +128,8 @@ void main()
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * dist_mul);
+ //temp1 = exp(-temp1 * temp2.z * dist_mul);
+ temp1 = exp(-temp1 * dist_mul);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index 74326f252e..eb5ab0f012 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -89,6 +89,7 @@ void main()
vec4 light_atten;
float dens_mul = density_multiplier;
+ float dist_mul = max(0.05, distance_multiplier);
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
@@ -110,8 +111,7 @@ void main()
// Transparency (-> temp1)
// ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier);
-
+ temp1 = exp(-temp1 * dist_mul);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);