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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/skyV.glsl10
1 files changed, 6 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
index 1424b57d6f..fc6291d438 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl
@@ -32,8 +32,8 @@ ATTRIBUTE vec3 position;
///////////////////////////////////////////////////////////////////////////////
// Output parameters
-VARYING vec3 vary_HazeColor;
-VARYING float vary_LightNormPosDot;
+out vec3 vary_HazeColor;
+out float vary_LightNormPosDot;
// Inputs
uniform vec3 camPosLocal;
@@ -56,6 +56,8 @@ uniform float max_y;
uniform vec3 glow;
uniform float sun_moon_glow_factor;
+uniform int cube_snapshot;
+
// NOTE: Keep these in sync!
// indra\newview\app_settings\shaders\class1\deferred\skyV.glsl
// indra\newview\app_settings\shaders\class1\deferred\cloudsV.glsl
@@ -89,8 +91,8 @@ void main()
vary_LightNormPosDot = rel_pos_lightnorm_dot;
// Initialize temp variables
- vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
-
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color*0.75;
+
// Sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);