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-rw-r--r--indra/llinventory/llsettingssky.cpp1
-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/lightV.glsl2
3 files changed, 4 insertions, 3 deletions
diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp
index 45d034cb1f..e02ecc8a33 100644
--- a/indra/llinventory/llsettingssky.cpp
+++ b/indra/llinventory/llsettingssky.cpp
@@ -1684,3 +1684,4 @@ LLUUID LLSettingsSky::getNextBloomTextureId() const
{
return mNextBloomTextureId;
}
+
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index 6c22ef5636..68eb671e7c 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -137,7 +137,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
+ tmpAmbient));
//brightness of surface both sunlight and ambient
- sunlit = sunlight.rgb;
- amblit = tmpAmbient.rgb;
+ sunlit = sunlight.rgb * 0.5;
+ amblit = tmpAmbient.rgb * .25;
additive *= vec3(1.0 - temp1);
}
diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
index 2f64ab25cb..48c883d98a 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
@@ -32,7 +32,7 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
vec4 c = sumLights(pos, norm, color);
- c.rgb += atmosAmbient() * color.rgb * 0.25;
+ c.rgb += atmosAmbient() * color.rgb;
return c;
}