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authorDave Parks <davep@lindenlab.com>2023-03-28 15:51:29 -0500
committerDave Parks <davep@lindenlab.com>2023-03-28 15:51:29 -0500
commit81c440a4a962a314d85cee854365e6593b72e87c (patch)
tree4713e54cb905bfe9f5f8e1d49510d845cbf8a448 /indra/newview/app_settings/shaders/class2
parent10f66c05190585e9de2e85831712323c297d81c4 (diff)
DRTVWR-559 Dynamic exposure followup -- balance moon brightness and add glow to exposure sample.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl5
1 files changed, 2 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index f9a1f5e4d6..7129718ff8 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -62,9 +62,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
- float scale = sun_up_factor + 1.0;
- vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color;
- sunlight *= scale;
+ float scale = 2.0;
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color * scale: moonlight_color/scale;
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes