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author | Dave Houlton <euclid@lindenlab.com> | 2020-09-02 11:33:40 -0600 |
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committer | Dave Houlton <euclid@lindenlab.com> | 2020-09-02 15:46:33 -0600 |
commit | 267e8fd9a383e333be8d7a0a289523f47bba4fac (patch) | |
tree | d383ab69ff9871c0f2b06da433cedc942b146eb9 /indra/newview/app_settings | |
parent | a027e8d4813c839babe2163943e46bf7f93fa005 (diff) |
SL-12978 & SL-13743. Remove abrupt changes in sun intensity calc, preserve original fall-off.
Had to find a balance in the sunlight intensity calculation that behaves correctly for
both these issues.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 9c50453898..05e6e6a9f9 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -65,9 +65,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec4 blue_weight = blue_density / combined_haze; vec4 haze_weight = vec4(haze_density) / combined_haze; - //(TERRAIN) compute sunlight from lightnorm z component, roughly cosine(sun elevation) (for short rays like terrain) - float above_horizon_angle = abs(lightnorm.z); - sunlight *= exp(-light_atten * above_horizon_angle); // for atten and angle in [0..1], this maps to something like [0.3..1] + //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain) + float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); + sunlight *= exp(-light_atten * above_horizon_factor); // for sun [horizon..overhead] this maps to an exp curve [0..1] // main atmospheric scattering line integral float density_dist = rel_pos_len * density_multiplier; |