diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 10 | 
1 files changed, 5 insertions, 5 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index d077670c96..55daa83750 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -57,9 +57,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      vec3  rel_pos_norm = normalize(rel_pos);      float rel_pos_len  = length(rel_pos); -     +      vec3  sunlight     = (sun_up_factor == 1) ? sunlight_color: moonlight_color; -     +      // 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); @@ -119,7 +119,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou      additive = (blue_horizon.rgb * blue_weight.rgb) * (cs + tmpAmbient.rgb) + (haze_horizon * haze_weight.rgb) * (cs * haze_glow + tmpAmbient.rgb);      // brightness of surface both sunlight and ambient -     +      sunlit = sunlight.rgb;      amblit = tmpAmbient; @@ -128,7 +128,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou  vec3 srgb_to_linear(vec3 col); -// provide a touch of lighting in the opposite direction of the sun light  +// provide a touch of lighting in the opposite direction of the sun light      // so areas in shadow don't lose all detail  float ambientLighting(vec3 norm, vec3 light_dir)  { @@ -150,7 +150,7 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou      // (allows for mixing of light sources other than sunlight e.g. reflection probes)      sunlit *= sky_sunlight_scale;      amblit *= sky_ambient_scale; -     +      amblit = srgb_to_linear(amblit);      amblit *= ambientLighting(norm, light_dir);  } | 
