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authorDave Parks <davep@lindenlab.com>2023-04-06 22:55:51 -0500
committerDave Parks <davep@lindenlab.com>2023-04-06 22:55:51 -0500
commit72a0408401e4fa8f22ec8a70584bf90e5f0ccc73 (patch)
treee507549f0875efd9e7003277d971c4b3fe70f5cc /indra/newview/app_settings/shaders
parenta6d03d1e98cc5e69d637115a568b242c97dcc475 (diff)
SL-19538 Back off on sun brightening a bit, remove errant brightening of clouds, and update midday to not be red shifted.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl2
2 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index 3a7552d23e..61eee69a16 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -114,7 +114,7 @@ void main()
float rel_pos_len = length(rel_pos);
// Initialize temp variables
- vec3 sunlight = sunlight_color*2.0;
+ vec3 sunlight = sunlight_color;
vec3 light_atten;
// Sunlight attenuation effect (hue and brightness) due to atmosphere
@@ -166,7 +166,7 @@ void main()
(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
// CLOUDS
- sunlight = sunlight_color; // SL-14707 reset color -- Clouds are unusually dim in EEP
+ sunlight = sunlight_color;
off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
sunlight *= exp(-light_atten * off_axis);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 7f6827b160..14ce33f81f 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -141,7 +141,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
// fudge sunlit and amblit to get consistent lighting compared to legacy
// midday before PBR was a thing
- sunlit = sunlight.rgb * (1.0+sun_up_factor*0.3);
+ sunlit = sunlight.rgb * (1.0+sun_up_factor*0.2);
amblit = tmpAmbient.rgb * 0.25;
additive *= vec3(1.0 - combined_haze);