diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 6 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 6 | 
2 files changed, 7 insertions, 5 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 4b9e8290dd..c599c14b43 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -73,6 +73,8 @@ vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten);  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); +  vec3 scaleSoftClipFrag(vec3 l);  vec4 getPositionWithDepth(vec2 pos_screen, float depth); @@ -107,8 +109,8 @@ void main()          vec3 additive;          vec3 atten; -        calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten); - +        calcAtmosphericVars(pos.xyz, 1.0, sunlit, amblit, additive, atten); +        sunlit *= 0.5;          float ambient = da;          ambient *= 0.5;          ambient *= ambient; diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 2854fb8139..a099083883 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -77,7 +77,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o      temp2.x = dot(Pn, tmpLightnorm.xyz);
      temp2.x = 1. - temp2.x;
          //temp2.x is 0 at the sun and increases away from sun
 -    temp2.x = max(temp2.x, .03);    //was glow.y
 +    temp2.x = max(temp2.x, .001);    //was glow.y
          //set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot)
      temp2.x *= glow.x;
          //higher glow.x gives dimmer glow (because next step is 1 / "angle")
 @@ -109,8 +109,8 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o            + tmpAmbient));
      //brightness of surface both sunlight and ambient
 -    sunlit = vec3(sunlight.rgb);
 -    amblit = vec3(tmpAmbient * .25);
 +    sunlit = sunlight.rgb;
 +    amblit = tmpAmbient.rgb * .25;
      additive  = normalize(additive);
      additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;
  }
\ No newline at end of file | 
