diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/windlight')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 6 | 
1 files changed, 3 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index deda4d8b7e..786a65df0f 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -68,7 +68,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o      vec4 light_atten;      float dens_mul = density_multiplier; -    float dist_mul = max(0.05, distance_multiplier); +    float dist_mul = distance_multiplier;      //sunlight attenuation effect (hue and brightness) due to atmosphere      //this is used later for sunlight modulation at various altitudes @@ -107,9 +107,9 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o          //temp2.x is 0 at the sun and increases away from sun      temp2.x = max(temp2.x, .001);    //was glow.y          //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) -    temp2.x *= glow.x * 1.8; +    temp2.x *= glow.x;          //higher glow.x gives dimmer glow (because next step is 1 / "angle") -    temp2.x = pow(temp2.x, glow.z * 0.2); +    temp2.x = pow(temp2.x, glow.z);          //glow.z should be negative, so we're doing a sort of (1 / "angle") function      //add "minimum anti-solar illumination" | 
