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authorPtolemy <ptolemy@lindenlab.com>2020-08-16 14:19:54 -0700
committerPtolemy <ptolemy@lindenlab.com>2020-08-16 14:23:03 -0700
commitf156730f3b3671be15bc769c0f17c5a7f4cb3faa (patch)
tree8cdec4b516c7e5ffb49bc030ebfc6233f64c3c3c /indra/newview/app_settings
parent31924129227eb28bae6949e4b2b8fd6d5cffed61 (diff)
SL-13465 Fix local scalar mix masking global mix() function.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/moonF.glsl4
2 files changed, 4 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index 4fac46fdfb..4366945214 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -64,9 +64,9 @@ void main()
vec3 luma_weights = vec3(0.3, 0.5, 0.3);
vec4 light_color = max(sunlight_color, moonlight_color);
- float mix = 1.0 - dot(normalize(light_color.rgb), luma_weights);
+ float blend = 1.0 - dot(normalize(light_color.rgb), luma_weights);
- vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
+ vec3 exp = vec3(1.0 - blend * moon_brightness) * 2.0 - 1.0;
c.rgb = pow(c.rgb, exp);
//c.rgb *= moonlight_color.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
index 310bb15fdf..72d2c4cdfa 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/moonF.glsl
@@ -56,9 +56,9 @@ void main()
// mix factor which blends when sunlight is brighter
// and shows true moon color at night
vec3 luma_weights = vec3(0.3, 0.5, 0.3);
- float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);
+ float blend = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);
- vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
+ vec3 exp = vec3(1.0 - blend * moon_brightness) * 2.0 - 1.0;
c.rgb = pow(c.rgb, exp);
//c.rgb *= moonlight_color.rgb;