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-rw-r--r--indra/newview/app_settings/shaders/class1/environment/srgbF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/environment/terrainV.glsl2
3 files changed, 8 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
index 835662732a..f98b3a5edf 100644
--- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl
@@ -60,3 +60,7 @@ vec3 linear_to_srgb(vec3 cl)
}
+vec3 ColorFromRadiance(vec3 radiance)
+{
+ return vec3(1.0) - exp(-radiance * 0.0001);
+}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
index 668a710c04..46bde7f308 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainF.glsl
@@ -59,8 +59,10 @@ void main()
vec4 outColor = mix( mix(color3, color2, alpha2), mix(color1, color0, alpha1), alphaFinal );
/// Add WL Components
- outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+ //outColor.rgb = atmosLighting(outColor.rgb * vertex_color.rgb);
+ outColor.rgb = atmosLighting(outColor.rgb);
+
frag_color = vec4(scaleSoftClip(outColor.rgb), 1.0);
}
diff --git a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
index d09c5f9247..5ffe464172 100644
--- a/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
+++ b/indra/newview/app_settings/shaders/class1/environment/terrainV.glsl
@@ -71,7 +71,7 @@ void main()
/// Potentially better without it for water.
pos /= pos.w;
- vec4 color = calcLighting(pos.xyz, norm, vec4(1,1,1,1), vec4(0));
+ vec4 color = calcLighting(pos.xyz, norm, vec4(0), vec4(1));
vertex_color = color;