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author | RunitaiLinden <davep@lindenlab.com> | 2023-06-21 20:50:50 -0500 |
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committer | RunitaiLinden <davep@lindenlab.com> | 2023-06-21 20:50:50 -0500 |
commit | 85967398ff8591170d89374652a6998ff6cd3d69 (patch) | |
tree | f19aafb25d3d03dd2e02f784f1cff8ba22c4e42b /indra/newview/app_settings/shaders | |
parent | 3b8d7c61725182a4ba1d4e0b96066f6dd53b80c4 (diff) |
SL-19792 Fix for visible gaps in water between region water and void water.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl | 2 |
1 files changed, 0 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl index 48cf234aa0..41a848a14f 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -36,8 +36,6 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) { light *= atten.r; additive = srgb_to_linear(additive*2.0); - // magic 1.25 here is to match the default RenderSkyHDRScale -- this parameter needs to be plumbed into sky settings or something - // so it's available to all shaders that call atmosFragLighting instead of just softenLightF.glsl additive *= sky_hdr_scale; light += additive; return light; |