diff options
author | Graham Linden <graham@lindenlab.com> | 2019-03-28 14:18:59 -0700 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2019-03-28 14:18:59 -0700 |
commit | 823172cab99c55b1c26b523d7dd63a99ece9f6cb (patch) | |
tree | 89fbe60cba0ce07c2033c192b30ff44fe4734797 /indra/newview/app_settings/shaders | |
parent | 03426a7ddbf1b3bb8349241d3b52962026f7504a (diff) |
SL-10831
Make moon brightness env setting affect moon diffuse/ambient color combo so it affects in-world lighting.
Adjust how the moon brightness affects the moon disc texture rendering (washes out less).
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/moonF.glsl | 2 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/moonF.glsl | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl index d964ce8eee..e257b668c8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl @@ -52,7 +52,7 @@ void main() // mix factor which blends when sunlight is brighter // and shows true moon color at night - vec3 luma_weights = vec3(0.2, 0.3, 0.2); + vec3 luma_weights = vec3(0.3, 0.5, 0.3); float mix = 1.0 - dot(normalize(sunlight_color.rgb), luma_weights); diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl index 947c301110..c8bbdd109d 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl @@ -52,7 +52,7 @@ void main() // mix factor which blends when sunlight is brighter // and shows true moon color at night - vec3 luma_weights = vec3(0.2, 0.3, 0.2); + vec3 luma_weights = vec3(0.3, 0.5, 0.3); float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; |