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-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl15
1 files changed, 10 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 af10ecce9a..02108a9ec1 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -41,6 +41,7 @@ uniform float scene_light_strength;
uniform float sun_moon_glow_factor;
uniform float sky_sunlight_scale;
uniform float sky_ambient_scale;
+uniform int classic_mode;
float getAmbientClamp() { return 1.0f; }
@@ -121,7 +122,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
// brightness of surface both sunlight and ambient
sunlit = sunlight.rgb;
- amblit = tmpAmbient;
+ amblit = pow(tmpAmbient.rgb, vec3(0.9)) * 0.57;
additive *= vec3(1.0 - combined_haze);
@@ -142,18 +143,22 @@ float ambientLighting(vec3 norm, vec3 light_dir)
return ambient;
}
-
// return lit amblit in linear space, leave sunlit and additive in sRGB space
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 additive,
out vec3 atten)
{
calcAtmosphericVars(inPositionEye, light_dir, 1.0, sunlit, amblit, additive, atten);
+ amblit *= ambientLighting(norm, light_dir);
+
+ if (classic_mode < 1)
+ {
+ amblit = srgb_to_linear(amblit);
+ sunlit = srgb_to_linear(sunlit);
+ }
+
// multiply to get similar colors as when the "scaleSoftClip" implementation was doubling color values
// (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);
}