diff options
author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-03-13 08:06:17 -0700 |
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committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-03-13 08:06:17 -0700 |
commit | 75dea34e3f80b054c56c38c880166d5e610eef88 (patch) | |
tree | 8a8a54cb3e446213b33dcdd64c0c89d3c47369b4 /indra/newview/llsettingsvo.cpp | |
parent | f3ce17701e8dbbbc7a0e8e73c740b161bb2f36c0 (diff) | |
parent | 0e178e12562b95915a9a775cd40d3bb44729332c (diff) |
Merge branch 'DRTVWR-559' of https://github.com/secondlife/viewer into DRTVWR-559
Diffstat (limited to 'indra/newview/llsettingsvo.cpp')
-rw-r--r-- | indra/newview/llsettingsvo.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index 1752b2494f..a609c98d61 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -675,7 +675,7 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER; LLVector3 light_direction = LLVector3(LLEnvironment::instance().getClampedLightNorm().mV); - bool radiance_pass = gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass(); + bool irradiance_pass = gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass(); LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_DEFAULT]; { @@ -716,15 +716,15 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force) LLColor3 ambient(getTotalAmbient()); - shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); - - if (radiance_pass) + if (irradiance_pass) { // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue) shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3::zero.mV); + shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3::zero.mV); } else { shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, linearColor3v(getAmbientColor() / 3.f)); // note magic number 3.f comes from SLIDER_SCALE_SUN_AMBIENT + shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3(ambient.mV)); } shader->uniform3fv(LLShaderMgr::BLUE_HORIZON_LINEAR, linearColor3v(getBlueHorizon() / 2.f)); // note magic number of 2.f comes from SLIDER_SCALE_BLUE_HORIZON_DENSITY |