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author | Michael Pohoreski <ptolemy@lindenlab.com> | 2022-03-07 17:40:43 +0000 |
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committer | Michael Pohoreski <ptolemy@lindenlab.com> | 2022-03-07 17:40:43 +0000 |
commit | 2d63d2044e0a00d1969c3da254e016a6e520c0d5 (patch) | |
tree | 51d4ab385e05657c6305c0af3ef12d32cb5aee23 /indra | |
parent | bdc611badb4450acbcda019b1d11ff92e690f8af (diff) | |
parent | d7bb4cdc8d90271a929bdae25628ef88437c5bee (diff) |
Merged in SL-15861 (pull request #896)
SL-15861: Fix inconsistent additive light spanning 180 degrees for water angles in Mid quality.
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/lldrawpoolwater.cpp | 5 |
1 files changed, 4 insertions, 1 deletions
diff --git a/indra/newview/lldrawpoolwater.cpp b/indra/newview/lldrawpoolwater.cpp index aa426cd785..53e8ff6759 100644 --- a/indra/newview/lldrawpoolwater.cpp +++ b/indra/newview/lldrawpoolwater.cpp @@ -602,7 +602,10 @@ void LLDrawPoolWater::shade2(bool edge, LLGLSLShader* shader, const LLColor3& li shader->uniform1f(LLShaderMgr::WATER_SUN_ANGLE2, 0.1f + 0.2f*sunAngle); shader->uniform1i(LLShaderMgr::WATER_EDGE_FACTOR, edge ? 1 : 0); - LLVector4 rotated_light_direction = LLEnvironment::instance().getRotatedLightNorm(); + // SL-15861 This was changed from getRotatedLightNorm() as it was causing + // lightnorm in shaders\class1\windlight\atmosphericsFuncs.glsl in have inconsistent additive lighting for 180 degrees of the FOV. + LLVector4 rotated_light_direction = LLEnvironment::instance().getClampedLightNorm(); + shader->uniform4fv(LLViewerShaderMgr::LIGHTNORM, 1, rotated_light_direction.mV); shader->uniform3fv(LLShaderMgr::WL_CAMPOSLOCAL, 1, LLViewerCamera::getInstance()->getOrigin().mV); |