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author | Graham Linden <graham@lindenlab.com> | 2019-07-15 15:59:45 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-07-15 15:59:45 -0700 |
commit | 2fa2da33022e0d64d02e0690f0345c5cc9dfca04 (patch) | |
tree | b4630ab745854cea8ffed8f86dd73d8826b4866c /indra | |
parent | 946da4e507dd00e6e7a9e465d38494bcafe4f652 (diff) |
SL-11590
Modified windlight shader to remove adjustment to glow.z
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 3fe3b7afd3..0607ea8bc5 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -115,7 +115,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) temp2.x *= glow.x; //higher glow.x gives dimmer glow (because next step is 1 / "angle") - temp2.x = pow(temp2.x, glow.z * 0.2); + temp2.x = pow(temp2.x, glow.z); //glow.z should be negative, so we're doing a sort of (1 / "angle") function //add "minimum anti-solar illumination" |