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 3d05912f49..fc49562235 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -62,8 +62,8 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o      vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;      vec4 light_atten; -    float dens_mul = density_multiplier * 0.5; // get back to original pre-EEP range... -    float dist_mul = distance_multiplier * 0.1; // get back to original pre-EEP range... +    float dens_mul = density_multiplier; +    float dist_mul = distance_multiplier * 0.1;      //sunlight attenuation effect (hue and brightness) due to atmosphere      //this is used later for sunlight modulation at various altitudes @@ -76,7 +76,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o      haze_weight = vec4(haze_density) / temp1;      //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) -    temp2.y = max(0.0, tmpLightnorm.y); +    temp2.y = max(0.0, tmpLightnorm.z);      if (temp2.y > 0.001f)      {          temp2.y = 1. / temp2.y; | 
