diff options
| -rw-r--r-- | indra/llrender/llrender.cpp | 2 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/llreflectionmapmanager.cpp | 2 | ||||
| -rw-r--r-- | indra/newview/llsettingsvo.cpp | 4 | 
4 files changed, 7 insertions, 5 deletions
| diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp index de74f2700a..5b814f03cb 100644 --- a/indra/llrender/llrender.cpp +++ b/indra/llrender/llrender.cpp @@ -992,7 +992,7 @@ void LLRender::syncLightState()          shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, LL_NUM_LIGHT_UNITS, diffuse[0].mV);          shader->uniform3fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);          shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0); -        shader->uniform3fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV); +        //shader->uniform3fv(LLShaderMgr::AMBIENT, 1, mAmbientLightColor.mV);          shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, 1, diffuse[0].mV);          shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuse_b[0].mV);      } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index 34ac0c62dc..55e1411be2 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -169,7 +169,9 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou      // multiply by 2 to get same colors as when the "scaleSoftClip" implementation was doubling color values      // (allows for mixing of light sources other than sunlight e.g. reflection probes)      sunlit *= 2.0; -    amblit *= 2.0; + +    // squash ambient to approximate whatever weirdness legacy atmospherics were doing +    amblit = ambient_color * 0.5;      amblit *= ambientLighting(norm, light_dir);      amblit = srgb_to_linear(amblit); diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp index 61d8756490..90c4436a04 100644 --- a/indra/newview/llreflectionmapmanager.cpp +++ b/indra/newview/llreflectionmapmanager.cpp @@ -815,7 +815,7 @@ void LLReflectionMapManager::updateUniforms()      F32 ambscale = gCubeSnapshot && !isRadiancePass() ? 0.f : 1.f;      F32 radscale = gCubeSnapshot && !isRadiancePass() ? 0.5f : 1.f; - +          for (auto* refmap : mReflectionMaps)      {          if (refmap == nullptr) diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index ac5bde7b9b..a609c98d61 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -675,7 +675,7 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)      LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;      LLVector3 light_direction = LLVector3(LLEnvironment::instance().getClampedLightNorm().mV); -    bool radiance_pass = gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass(); +    bool irradiance_pass = gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass();      LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_DEFAULT];  	{         @@ -716,7 +716,7 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)      LLColor3 ambient(getTotalAmbient()); -    if (radiance_pass) +    if (irradiance_pass)      { // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue)          shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3::zero.mV);          shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3::zero.mV); | 
