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authorGraham Linden <graham@lindenlab.com>2019-04-23 10:37:24 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-23 10:37:24 -0700
commit6ee2fadaa8fd782eccff29777dc93aa508c5bf74 (patch)
treee7b235b5c18c89ca4d83118957765f0af3728d41 /indra/newview/app_settings/shaders
parent9723bd8be2b710fa089f3404056c01f4dc55e6ac (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.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl2
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;
}