diff options
author | Dave Parks <davep@lindenlab.com> | 2023-04-06 22:55:51 -0500 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2023-04-06 22:55:51 -0500 |
commit | 72a0408401e4fa8f22ec8a70584bf90e5f0ccc73 (patch) | |
tree | e507549f0875efd9e7003277d971c4b3fe70f5cc /indra/newview/app_settings | |
parent | a6d03d1e98cc5e69d637115a568b242c97dcc475 (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')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl | 4 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl | 2 |
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); |