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-rw-r--r--indra/llinventory/llsettingssky.cpp6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/llinventory/llsettingssky.cpp b/indra/llinventory/llsettingssky.cpp
index 23b2b003a5..50a897bb77 100644
--- a/indra/llinventory/llsettingssky.cpp
+++ b/indra/llinventory/llsettingssky.cpp
@@ -1176,7 +1176,7 @@ LLColor3 LLSettingsSky::getTotalDensity() const
// this is used later for sunlight modulation at various altitudes
LLColor3 LLSettingsSky::getLightAttenuation(F32 distance) const
{
- F32 density_multiplier = getDensityMultiplier() * 0.45f;
+ F32 density_multiplier = getDensityMultiplier();
LLColor3 blue_density = getBlueDensity();
F32 haze_density = getHazeDensity();
// Approximate line integral over requested distance
@@ -1187,7 +1187,7 @@ LLColor3 LLSettingsSky::getLightAttenuation(F32 distance) const
LLColor3 LLSettingsSky::getLightTransmittance() const
{
LLColor3 total_density = getTotalDensity();
- F32 density_multiplier = getDensityMultiplier() * 0.45f;
+ F32 density_multiplier = getDensityMultiplier();
// Transparency (-> density) from Beer's law
LLColor3 transmittance = componentExp(total_density * -density_multiplier);
return transmittance;
@@ -1294,7 +1294,7 @@ void LLSettingsSky::calculateLightSettings() const
clampColor(sunlight);
//increase ambient when there are more clouds
- LLColor3 tmpAmbient = ambient + (smear(1.f) - ambient) * cloud_shadow;
+ LLColor3 tmpAmbient = ambient + (smear(1.f) - ambient) * cloud_shadow * 0.5;
componentMultBy(tmpAmbient, light_transmittance);
clampColor(tmpAmbient);