summaryrefslogtreecommitdiff
path: root/indra
diff options
context:
space:
mode:
authorRunitaiLinden <davep@lindenlab.com>2024-02-07 14:58:44 -0600
committerGitHub <noreply@github.com>2024-02-07 14:58:44 -0600
commit4f6e3acece507b8be66b76db5609bdaec41307d4 (patch)
treed440b27fd9a13a2394e740f32396a90229a72054 /indra
parent43b4159c8c2ca9ed1ff11399ac09e5496db9d271 (diff)
parent1940188e75806ffdd60807017210092b0dbe0dcf (diff)
Merge pull request #755 from sldevel/pbr-hdr-auto-adjust-fix
Confusion between light diffuse and light color in HDR auto-adjust mode
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/llsettingsvo.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index c07c939862..caa3f296dd 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -718,11 +718,11 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
// TODO -- make these getters return vec3s
- LLVector3 sunDiffuse = LLVector3(psky->getSunlightColor().mV);
- LLVector3 moonDiffuse = LLVector3(psky->getMoonlightColor().mV);
+ LLVector3 sun_light_color = LLVector3(psky->getSunlightColor().mV);
+ LLVector3 moon_light_color = LLVector3(psky->getMoonlightColor().mV);
- shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse);
- shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse);
+ shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sun_light_color);
+ shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, moon_light_color);
shader->uniform3fv(LLShaderMgr::CLOUD_COLOR, LLVector3(psky->getCloudColor().mV));
@@ -765,9 +765,9 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, auto_adjust_hdr_scale);
LLColor3 blue_horizon = getBlueHorizon() * auto_adjust_blue_horizon_scale;
LLColor3 blue_density = getBlueDensity() * auto_adjust_blue_density_scale;
- LLColor3 sun_diffuse = getSunDiffuse() * auto_adjust_sun_color_scale;
+ sun_light_color = sun_light_color * auto_adjust_sun_color_scale;
- shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sun_diffuse.mV);
+ shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sun_light_color.mV);
shader->uniform3fv(LLShaderMgr::BLUE_DENSITY, blue_density.mV);
shader->uniform3fv(LLShaderMgr::BLUE_HORIZON, blue_horizon.mV);