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authorDave Parks <davep@lindenlab.com>2023-03-28 14:30:59 -0500
committerDave Parks <davep@lindenlab.com>2023-03-28 14:30:59 -0500
commit10f66c05190585e9de2e85831712323c297d81c4 (patch)
tree7ca97a8f67aea3714a88e4e5016be12a0d1f62e5 /indra/newview/app_settings/shaders/class2
parent9bf08f553aa59122a606487f1b28bd6083d9f966 (diff)
DRTVWR-559 Dynamically adjust exposure.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl6
1 files changed, 4 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 55e1411be2..f9a1f5e4d6 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -62,7 +62,9 @@ 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;
+ float scale = sun_up_factor + 1.0;
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color;
+ sunlight *= scale;
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
@@ -140,7 +142,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
// fudge sunlit and amblit to get consistent lighting compared to legacy
// midday before PBR was a thing
- sunlit = sunlight.rgb * 0.7;
+ sunlit = sunlight.rgb / scale;
amblit = tmpAmbient.rgb * 0.25;
additive *= vec3(1.0 - combined_haze);