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authorGraham Linden <graham@lindenlab.com>2019-06-20 15:07:17 -0700
committerGraham Linden <graham@lindenlab.com>2019-06-20 15:07:17 -0700
commit05ee6b5d9837c31660a79dea55ec877155b49009 (patch)
tree98568f45a8d7435232d19a948b5177024d9b4989 /indra/newview/app_settings/shaders/class2
parentce82e916de383bf073d1fca7705fcd79a76d657e (diff)
SL-9989
Remove use of distance multiplier from sky shaders (but leave in the atmospherics helpers).
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/skyF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl2
2 files changed, 2 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index 3bdcf28363..b826cff304 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -119,7 +119,6 @@ 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
@@ -141,7 +140,7 @@ 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 * dist_mul);
+ temp1 = exp(-temp1 * temp2.z);
// 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 e6a4f3833c..d81a8feb96 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -111,7 +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 * dist_mul);
+ temp1 = exp(-temp1 * temp2.z);
// Compute haze glow
temp2.x = dot(Pn, lightnorm.xyz);