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authorSignal Linden <signal@lindenlab.com>2022-10-10 10:01:10 -0700
committerSignal Linden <signal@lindenlab.com>2022-10-10 10:01:10 -0700
commit977d7e9ea0c6b04b085704a4a7b64244522e770c (patch)
tree80849436f1961ea58839808366dd1b3e2d07928f /indra/newview/lllegacyatmospherics.cpp
parentf2f9b32e753972d83087b9201a0073e208a0dd75 (diff)
parent7018deb7f8bc22bdbab7be29896c92ec648a3f2f (diff)
Merge remote-tracking branch 'bb/DRTVWR-568' into actions
Diffstat (limited to 'indra/newview/lllegacyatmospherics.cpp')
-rw-r--r--indra/newview/lllegacyatmospherics.cpp19
1 files changed, 0 insertions, 19 deletions
diff --git a/indra/newview/lllegacyatmospherics.cpp b/indra/newview/lllegacyatmospherics.cpp
index 1364067949..bbbde0711f 100644
--- a/indra/newview/lllegacyatmospherics.cpp
+++ b/indra/newview/lllegacyatmospherics.cpp
@@ -386,7 +386,6 @@ void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in)
return;
}
- const BOOL hide_clip_plane = TRUE;
LLColor4 target_fog(0.f, 0.2f, 0.5f, 0.f);
const F32 water_height = gAgent.getRegion() ? gAgent.getRegion()->getWaterHeight() : 0.f;
@@ -472,25 +471,12 @@ void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in)
render_fog_color = sky_fog_color;
- F32 fog_density = 0.f;
fog_distance = mFogRatio * distance;
if (camera_height > water_height)
{
LLColor4 fog(render_fog_color);
mGLFogCol = fog;
-
- if (hide_clip_plane)
- {
- // For now, set the density to extend to the cull distance.
- const F32 f_log = 2.14596602628934723963618357029f; // sqrt(fabs(log(0.01f)))
- fog_density = f_log/fog_distance;
- }
- else
- {
- const F32 f_log = 4.6051701859880913680359829093687f; // fabs(log(0.01f))
- fog_density = (f_log)/fog_distance;
- }
}
else
{
@@ -498,8 +484,6 @@ void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in)
F32 depth = water_height - camera_height;
// get the water param manager variables
- float water_fog_density = pwater->getModifiedWaterFogDensity(depth <= 0.0f);
-
LLColor4 water_fog_color(pwater->getWaterFogColor());
// adjust the color based on depth. We're doing linear approximations
@@ -512,9 +496,6 @@ void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in)
// set the gl fog color
mGLFogCol = fogCol;
-
- // set the density based on what the shaders use
- fog_density = water_fog_density * gSavedSettings.getF32("WaterGLFogDensityScale");
}
mFogColor = sky_fog_color;