diff options
author | Dave Parks <davep@lindenlab.com> | 2022-09-29 00:19:52 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2022-09-29 00:19:52 -0500 |
commit | 411aa9f727efba971c8577cef4d6a31f096a6fea (patch) | |
tree | 7cc32ed6726014613c8a38bee9a5d79476249a3c /indra/newview/llsettingsvo.cpp | |
parent | 2e499bcc40871b6a68700203cc83fe7d81c79c24 (diff) |
SL-18190 Fix for haze color being completely wrong (now it's just half wrong).
Diffstat (limited to 'indra/newview/llsettingsvo.cpp')
-rw-r--r-- | indra/newview/llsettingsvo.cpp | 8 |
1 files changed, 5 insertions, 3 deletions
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index a5a8ec4a93..6cd4c973d9 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -710,7 +710,9 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) LLColor4 ambient(getTotalAmbient()); shader->uniform4fv(LLShaderMgr::AMBIENT, LLVector4(ambient.mV)); - shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3(linearColor3(LLColor3(ambient.mV)).mV)); + shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor()/3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT + shader->uniform3fv(LLShaderMgr::SUNLIGHT_LINEAR, linearColor3v(getSunlightColor())); + shader->uniform3fv(LLShaderMgr::MOONLIGHT_LINEAR,linearColor3v(getMoonlightColor())); shader->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getReflectionProbeAmbiance()); shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0); @@ -724,8 +726,8 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) shader->uniform1f(LLShaderMgr::GAMMA, g); shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, display_gamma); - shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon())); - shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity())); + shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon()/2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY + shader->uniform3fv(LLShaderMgr::BLUE_DENSITY_LINEAR, linearColor3v(getBlueDensity()/2.f)); shader->uniform1f(LLShaderMgr::HAZE_DENSITY_LINEAR, sRGBtoLinear(getHazeDensity())); } |