diff options
author | RunitaiLinden <davep@lindenlab.com> | 2023-10-11 15:55:12 -0500 |
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committer | RunitaiLinden <davep@lindenlab.com> | 2023-10-11 15:55:12 -0500 |
commit | 0d47ea31e38601683ef7351300950ec075cc35dd (patch) | |
tree | 974de22306a7ca8bae08e4a668aa1fde724ad2c2 /indra/newview/app_settings/shaders | |
parent | ede7b04f87806278ab7615f90958b9e7b2ff9584 (diff) |
SL-20440 Followup -- balance PBR point light with legacy point light
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl | 2 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index dbccfa8597..ec8168465e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -114,7 +114,7 @@ void main() float dist_atten = calcLegacyDistanceAttenuation(dist, falloff); - vec3 intensity = dist_atten * lightColor * 3.9; + vec3 intensity = dist_atten * lightColor * 3.25; final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); } diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index 210e944e45..31af1208bd 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -106,7 +106,7 @@ void main() vec3 specularColor = mix(f0, baseColor.rgb, metallic); - vec3 intensity = dist_atten * color * 3.9; // Legacy attenuation, magic number to balance with legacy materials + vec3 intensity = dist_atten * color * 3.25; // Legacy attenuation, magic number to balance with legacy materials final_color += intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, normalize(lv)); } else |