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authorRunitaiLinden <davep@lindenlab.com>2023-04-14 19:24:21 -0500
committerRunitaiLinden <davep@lindenlab.com>2023-04-14 19:24:21 -0500
commit03bd681564f0b0a630f6330ab9c61daa4856e5fe (patch)
tree8776c76ae0faaa4e35cb0af7ff9d1a578cb2a2ee /indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
parentd32bca67f17b978387ece4d9b220fc7b4d74a89b (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/class3/deferred/pointLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
index 471e5e7fd3..7724a6cac9 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl
@@ -113,7 +113,7 @@ void main()
vec3 specularColor = mix(f0, baseColor.rgb, metallic);
- vec3 intensity = dist_atten * color * 3.0; // Legacy attenuation
+ vec3 intensity = dist_atten * color * 3.9; // Legacy attenuation, magic number to balance with legacy materials
final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv));
}
else