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authorGraham Linden <graham@lindenlab.com>2019-05-07 16:32:34 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-07 16:32:34 -0700
commit989de25f189276d586d5c7077e505bc697fe4112 (patch)
tree8994d26f8bb74e818f8d52b09956b60900d1dd04 /indra/newview
parentd3cf82969a6bf63585eba58d50223fec5e32a502 (diff)
SL-11086
Re-fix sun/moon glow factor and make it depend on moon brightness. Make cloud shaders use sunlight color exclusively for consistency when moon is up or down.
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl3
2 files changed, 4 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
index f1eb1af90c..aed5a9b950 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsV.glsl
@@ -99,7 +99,8 @@ void main()
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ vec4 sunlight = sunlight_color;
vec4 light_atten;
float dens_mul = density_multiplier * 0.45;
@@ -156,8 +157,6 @@ void main()
);
// CLOUDS
-
- sunlight = sunlight_color;
temp2.y = max(0., lightnorm.y * 2.);
temp2.y = 1. / temp2.y;
sunlight *= exp( - light_atten * temp2.y);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index aaf995af3c..5c29290e47 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -101,7 +101,8 @@ void main()
vec4 temp2 = vec4(0.);
vec4 blue_weight;
vec4 haze_weight;
- vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ //vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
+ vec4 sunlight = sunlight_color;
vec4 light_atten;
float dens_mul = density_multiplier;