diff options
| author | Dave Houlton <euclid@lindenlab.com> | 2020-08-28 09:50:01 -0600 | 
|---|---|---|
| committer | Dave Houlton <euclid@lindenlab.com> | 2020-08-28 09:50:01 -0600 | 
| commit | 7396879ef6ba11ea387bb799b4ab89c82e569f45 (patch) | |
| tree | 78274a184ec97a6b3d8c1228775529f23bee1f3f /indra/newview/app_settings/shaders/class2/windlight | |
| parent | 798457fbdd3ae88f96a456bab708cd8193cfde3d (diff) | |
SL-13768 remove moon glow from sky and clouds
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl | 3 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/skyV.glsl | 5 | 
2 files changed, 5 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl index a4389f62dc..7d736b8fcc 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl @@ -161,7 +161,8 @@ void main()      temp2.x *= sun_moon_glow_factor;  	// Add "minimum anti-solar illumination" -	temp2.x += .25; +    // For sun, add to glow.  For moon, remove glow entirely. SL-13768 +    temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);  	// Increase ambient when there are more clouds  	vec4 tmpAmbient = ambient_color; diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl index 0d141342ce..1361f6a11d 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl @@ -127,7 +127,8 @@ void main()  		// glow.z should be negative, so we're doing a sort of (1 / "angle") function  	// Add "minimum anti-solar illumination" -	temp2.x += .25; +    // For sun, add to glow.  For moon, remove glow entirely. SL-13768 +    temp2.x = (sun_moon_glow_factor < 1.0) ? 0.0 : (temp2.x + 0.25);      vec4 color = (    blue_horizon * blue_weight * (sunlight + ambient_color)                  + (haze_horizon * haze_weight) * (sunlight * temp2.x + ambient_color) @@ -156,6 +157,6 @@ void main()  	color += (additiveColorBelowCloud - color) * (1. - sqrt(temp1));      // Haze color above cloud -	vary_HazeColor = color;	 +    vary_HazeColor = color;  } | 
