diff options
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 6 | 
1 files changed, 3 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 9c50453898..05e6e6a9f9 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -65,9 +65,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      vec4 blue_weight   = blue_density / combined_haze;      vec4 haze_weight   = vec4(haze_density) / combined_haze; -    //(TERRAIN) compute sunlight from lightnorm z component, roughly cosine(sun elevation) (for short rays like terrain) -    float above_horizon_angle = abs(lightnorm.z); -    sunlight *= exp(-light_atten * above_horizon_angle);  // for atten and angle in [0..1], this maps to something like [0.3..1] +    //(TERRAIN) compute sunlight from lightnorm y component. Factor is roughly cosecant(sun elevation) (for short rays like terrain) +    float above_horizon_factor = 1.0 / max(1e-6, lightnorm.y); +    sunlight *= exp(-light_atten * above_horizon_factor);  // for sun [horizon..overhead] this maps to an exp curve [0..1]      // main atmospheric scattering line integral      float density_dist = rel_pos_len * density_multiplier; | 
