diff options
author | Graham Linden <graham@lindenlab.com> | 2019-04-23 10:37:24 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-04-23 10:37:24 -0700 |
commit | 6ee2fadaa8fd782eccff29777dc93aa508c5bf74 (patch) | |
tree | e7b235b5c18c89ca4d83118957765f0af3728d41 /indra/newview/app_settings/shaders | |
parent | 9723bd8be2b710fa089f3404056c01f4dc55e6ac (diff) |
SL-1491
Modify handling of additive to make extreme range of glow focus/size safe from lens flare artifacts.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 4 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl | 2 |
2 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index fc49562235..07190d081e 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -102,9 +102,9 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o //temp2.x is 0 at the sun and increases away from sun temp2.x = max(temp2.x, .001); //was glow.y //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) - temp2.x *= glow.x; + temp2.x *= glow.x * 1.8; //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z); + temp2.x = pow(temp2.x, glow.z * 0.2); //glow.z should be negative, so we're doing a sort of (1 / "angle") function //add "minimum anti-solar illumination" diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index a93253c981..246dd1a56d 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -54,7 +54,7 @@ vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten) return light; } light *= atten.r; - light += additive; + light += additive * exp(-32.0f); return light * 2.0; } |