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authorDave Parks <davep@lindenlab.com>2023-04-06 22:55:51 -0500
committerDave Parks <davep@lindenlab.com>2023-04-06 22:55:51 -0500
commit72a0408401e4fa8f22ec8a70584bf90e5f0ccc73 (patch)
treee507549f0875efd9e7003277d971c4b3fe70f5cc /indra/newview/app_settings/shaders/class2
parenta6d03d1e98cc5e69d637115a568b242c97dcc475 (diff)
SL-19538 Back off on sun brightening a bit, remove errant brightening of clouds, and update midday to not be red shifted.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 7f6827b160..14ce33f81f 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -141,7 +141,7 @@ 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 * (1.0+sun_up_factor*0.3);
+ sunlit = sunlight.rgb * (1.0+sun_up_factor*0.2);
amblit = tmpAmbient.rgb * 0.25;
additive *= vec3(1.0 - combined_haze);