diff options
author | Graham Linden <graham@lindenlab.com> | 2019-01-24 11:48:04 -0800 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-01-24 11:48:04 -0800 |
commit | a6f92d8190e8771d6a3372eb456dbb97c7ca0c8d (patch) | |
tree | c9461754ba9f5b22319c8206074bb8fb1f054ac3 /indra/newview/app_settings/shaders | |
parent | ec8140016b991d2729b51dd1746a29fafaea5b61 (diff) |
SL-10281
Use clamp on dot product of view and light norm to eliminate 2nd halo.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/skyF.glsl | 5 |
1 files changed, 3 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl index 520bfbeadc..09ad6e70d6 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl @@ -70,14 +70,15 @@ uniform float ice_level; vec3 rainbow(float d) { - d = clamp(d, -1, 0); + d = clamp(d, -1.0, 0.0); float rad = (droplet_radius - 5.0f) / 1024.0f; return pow(texture2D(rainbow_map, vec2(rad, d)).rgb, vec3(1.8)) * moisture_level; } vec3 halo22(float d) { - float v = sqrt(max(0, 1 - (d*d))); + d = clamp(d, 0.1, 1.0); + float v = sqrt(clamp(1 - (d * d), 0, 1)); return texture2D(halo_map, vec2(0, v)).rgb * ice_level; } |