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authorDave Parks <davep@lindenlab.com>2022-12-16 13:35:16 -0600
committerDave Parks <davep@lindenlab.com>2022-12-16 13:35:16 -0600
commitd0af1ca7cb2174c479139692ed764ccaca92a8d5 (patch)
tree4b4620d0087b4ca62d44ff2179a1ca68493bc121 /indra/newview
parentad1ecfd9cd1ebedf9aec4a31fd044983b8e0afe8 (diff)
SL-18780 Feedback cloud coverage into reflection probe ambiance to recover legacy behavior of cloud coverage brightening ambient lighting without destroying the ability to have good probe driven ambiance.
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/llreflectionmapmanager.cpp2
-rw-r--r--indra/newview/llsettingsvo.cpp3
2 files changed, 3 insertions, 2 deletions
diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp
index 088b83a8e9..1472abcec2 100644
--- a/indra/newview/llreflectionmapmanager.cpp
+++ b/indra/newview/llreflectionmapmanager.cpp
@@ -695,7 +695,7 @@ void LLReflectionMapManager::updateUniforms()
LLEnvironment& environment = LLEnvironment::instance();
LLSettingsSky::ptr_t psky = environment.getCurrentSky();
- F32 minimum_ambiance = psky->getReflectionProbeAmbiance();
+ F32 minimum_ambiance = psky->getTotalReflectionProbeAmbiance();
for (auto* refmap : mReflectionMaps)
{
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index 59cfb4f0c4..870ac6bd5a 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -717,7 +717,8 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
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->uniform1f(LLShaderMgr::REFLECTION_PROBE_AMBIANCE, getTotalReflectionProbeAmbiance());
shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, getIsSunUp() ? 1 : 0);
shader->uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, getSunMoonGlowFactor());