diff options
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/transportF.glsl | 9 | 
1 files changed, 1 insertions, 8 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index a06f4f22ad..d2d839ed05 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -51,14 +51,7 @@ vec3 atmosTransport(vec3 light)  vec3 fullbrightAtmosTransport(vec3 light)  {      float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1; -    vec3 attenColor = atmosTransportFrag(light * 0.5, getAdditiveColor() * brightness, getAtmosAttenuation()); - -    // attenColor is an accurate fog-attenuated result for any brightness -    // But, the pre-EEP shader included a brightness-indexed lerp to a non-attenuated version -    // of the color - effectively a fog 'burn-through' for very bright pixels. To more closely -    // match the pre-EEP behavior, we'll also lerp to the pre-EEP color, based on overall brightness -    float preEepBright = dot(light.rgb, vec3(0.3333)); -    retun mix(attenColor, (light.rgb + getAdditiveColor().rgb) * (2.0 - preEepBright), preEepBright * preEepBright); +    return atmosTransportFrag(light * 0.5, getAdditiveColor() * brightness, getAtmosAttenuation());  }  vec3 fullbrightShinyAtmosTransport(vec3 light) | 
