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authorGraham Linden <graham@lindenlab.com>2019-03-28 14:18:59 -0700
committerGraham Linden <graham@lindenlab.com>2019-03-28 14:18:59 -0700
commit823172cab99c55b1c26b523d7dd63a99ece9f6cb (patch)
tree89fbe60cba0ce07c2033c192b30ff44fe4734797 /indra/newview/app_settings/shaders
parent03426a7ddbf1b3bb8349241d3b52962026f7504a (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.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/moonF.glsl2
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;