diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 14 |
1 files changed, 8 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 91760e05bf..d503de6f24 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -66,9 +66,12 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; + float dens_mul = density_multiplier * 0.5; // get back to original pre-EEP range... + float dist_mul = distance_multiplier * 0.1; // get back to original pre-EEP range... + //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes - light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y); + light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y); //I had thought blue_density and haze_density should have equal weighting, //but attenuation due to haze_density tends to seem too strong @@ -86,12 +89,12 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o sunlight *= exp(-light_atten * temp2.y); // main atmospheric scattering line integral - temp2.z = Plen * density_multiplier; + temp2.z = Plen * dens_mul / 2.0f; // 2.0 to get range back to what it was pre-EEP... // Transparency (-> temp1) - // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati + // ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati // compiler gets confused. - temp1 = exp(-temp1 * temp2.z * distance_multiplier); + temp1 = exp(-temp1 * temp2.z * dist_mul); //final atmosphere attenuation factor atten = temp1.rgb; @@ -135,6 +138,5 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o //brightness of surface both sunlight and ambient sunlit = sunlight.rgb; amblit = tmpAmbient.rgb * .25; - additive = normalize(additive); - additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5; + additive *= vec3(1.0 - temp1); } |