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author | Dave Parks <davep@lindenlab.com> | 2024-05-15 14:15:55 -0500 |
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committer | GitHub <noreply@github.com> | 2024-05-15 14:15:55 -0500 |
commit | bbc9d9db4838e60724c8ba93c2efdbaa522595c1 (patch) | |
tree | 64189a810d90e9ca767d271dc8a9a65003259fe6 /indra | |
parent | 1cca0d7c693d3fe775147af39369e39976fc2aa6 (diff) |
#1466 Loosen clamp on haze glow to fix skies that want to be bonkers (#1470)
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 40b7f9cf0e..d077670c96 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -98,7 +98,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) haze_glow *= glow.x; // higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = clamp(pow(haze_glow, glow.z), -10, 10); + haze_glow = clamp(pow(haze_glow, glow.z), -100000, 100000); // glow.z should be negative, so we're doing a sort of (1 / "angle") function // add "minimum anti-solar illumination" |