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authorDave Parks <davep@lindenlab.com>2011-07-27 00:25:45 -0500
committerDave Parks <davep@lindenlab.com>2011-07-27 00:25:45 -0500
commite7474eb48d3f5627a781cc25c96d721aa08b9629 (patch)
tree729bdccd4e5ee9b81845ed80dc775ba1d1884dff /indra/newview/llvosky.cpp
parent531c5c4e49283dcb8b5ef3d862185dc315e01b86 (diff)
SH-2120 Better fix for water being very dark when basic shaders disabled (sinA might be negative)
Diffstat (limited to 'indra/newview/llvosky.cpp')
-rw-r--r--indra/newview/llvosky.cpp7
1 files changed, 6 insertions, 1 deletions
diff --git a/indra/newview/llvosky.cpp b/indra/newview/llvosky.cpp
index 3a94b03a84..ef21e7373e 100644
--- a/indra/newview/llvosky.cpp
+++ b/indra/newview/llvosky.cpp
@@ -754,7 +754,12 @@ void LLVOSky::calcSkyColorWLVert(LLVector3 & Pn, LLColor3 & vary_HazeColor, LLCo
{
// project the direction ray onto the sky dome.
F32 phi = acos(Pn[1]);
- F32 sinA = llmax(sin(F_PI - phi), 0.01f);
+ F32 sinA = sin(F_PI - phi);
+ if (fabsf(sinA) < 0.01f)
+ { //avoid division by zero
+ sinA = 0.01f;
+ }
+
F32 Plen = dome_radius * sin(F_PI + phi + asin(dome_offset_ratio * sinA)) / sinA;
Pn *= Plen;