diff options
| -rw-r--r-- | indra/llinventory/llsettingssky.cpp | 3 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 10 | 
2 files changed, 9 insertions, 4 deletions
| diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp index 306c732920..81937dbda5 100644 --- a/indra/llinventory/llsettingssky.cpp +++ b/indra/llinventory/llsettingssky.cpp @@ -1295,6 +1295,9 @@ void LLSettingsSky::clampColor(LLColor3& color, F32 gamma, F32 scale) const      color = linear;  } +// Similar/Shared Algorithms: +//     indra\llinventory\llsettingssky.cpp                                        -- LLSettingsSky::calculateLightSettings() +//     indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()  void LLSettingsSky::calculateLightSettings() const  {      // Initialize temp variables diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index ac0d5f08ee..4d12c5d19a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -136,11 +136,13 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou          tmpAmbient = vec4(mix(ssao_effect_mat * tmpAmbient.rgb, tmpAmbient.rgb, ambFactor), tmpAmbient.a);      } +    // Similar/Shared Algorithms: +    //     indra\llinventory\llsettingssky.cpp                                        -- LLSettingsSky::calculateLightSettings() +    //     indra\newview\app_settings\shaders\class1\windlight\atmosphericsFuncs.glsl -- calcAtmosphericVars()      //haze color -        additive = -        vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) -      + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x -          + tmpAmbient)); +        vec3 cs  = sunlight.rgb * (1.-cloud_shadow); +        additive = (blue_horizon.rgb * blue_weight.rgb) * (cs           + tmpAmbient.rgb) +                 + (haze_horizon     * haze_weight.rgb) * (cs * temp2.x + tmpAmbient.rgb);      //brightness of surface both sunlight and ambient      sunlit = sunlight.rgb * 0.5; | 
