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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl9
1 files changed, 3 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 8ed5713e22..8a6b2b7066 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -290,9 +290,7 @@ void main()
// OR
// adjust the final color via:
// final_color *= 0.666666;
- // We remap the environment intensity to closely simulate what non-EEP is doing.
- // At midnight the brightness is exact.
- // At midday the brightness is very close.
+ // We don't remap the environment intensity but adjust the final color to closely simulate what non-EEP is doing.
vec4 final_normal = vec4(abnormal, env_intensity, 0.0);
vec3 color = vec3(0.0);
@@ -301,9 +299,8 @@ void main()
if (emissive_brightness >= 1.0)
{
#ifdef HAS_SPECULAR_MAP
- float ei = env_intensity*0.5 + 0.5;
- final_normal = vec4(abnormal, ei, 0.0);
-
+ // Note: We actually need to adjust all 4 channels not just .rgb
+ final_color *= 0.666666;
#endif
color.rgb = final_color.rgb;
al = vertex_color.a;