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authorRunitaiLinden <davep@lindenlab.com>2023-04-14 19:24:21 -0500
committerRunitaiLinden <davep@lindenlab.com>2023-04-14 19:24:21 -0500
commit03bd681564f0b0a630f6330ab9c61daa4856e5fe (patch)
tree8776c76ae0faaa4e35cb0af7ff9d1a578cb2a2ee /indra/newview/app_settings/shaders/class2
parentd32bca67f17b978387ece4d9b220fc7b4d74a89b (diff)
DRTVWR-559 Balance night scenes against release, nudge glow down a smidge, remove exposure correction from legacy fullbright balance PBR materials against legacy.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl5
2 files changed, 4 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index d3fa03b02a..cd7c005162 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -148,7 +148,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
// spot*spot => GL_SPOT_EXPONENT=2
float spot_atten = spot*spot;
- vec3 intensity = spot_atten * dist_atten * lightColor * 3.0;
+ vec3 intensity = spot_atten * dist_atten * lightColor * 3.9; //magic number to balance with legacy materials
vec3 speccol;
color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, speccol);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 22db9dce03..4e0933f922 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -50,6 +50,7 @@ uniform float sun_moon_glow_factor;
float getAmbientClamp() { return 1.0f; }
vec3 srgb_to_linear(vec3 col);
+vec3 legacy_adjust(vec3 col);
// return colors in sRGB space
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
@@ -63,8 +64,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
- vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color;
-
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color * 0.7; // magic 0.7 to match legacy color
+
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);