diff options
author | RunitaiLinden <davep@lindenlab.com> | 2023-04-14 19:24:21 -0500 |
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committer | RunitaiLinden <davep@lindenlab.com> | 2023-04-14 19:24:21 -0500 |
commit | 03bd681564f0b0a630f6330ab9c61daa4856e5fe (patch) | |
tree | 8776c76ae0faaa4e35cb0af7ff9d1a578cb2a2ee /indra/newview/app_settings/shaders/class2 | |
parent | d32bca67f17b978387ece4d9b220fc7b4d74a89b (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.glsl | 2 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl | 5 |
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); |