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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl')
-rwxr-xr-xindra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl12
1 files changed, 3 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index d543479b85..8fd06c7e2f 100755
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -131,16 +131,10 @@ void calcAtmospherics(vec3 inPositionEye) {
+ (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x
+ tmpAmbient)));
- float gammaScale = 1.0;
- if (global_gamma > 1.0)
- {
- gammaScale = global_gamma / 2 + global_gamma;
- }
-
//brightness of surface both sunlight and ambient
- setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * gammaScale);
- setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * gammaScale);
- setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * gammaScale);
+ setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma);
+ setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma);
+ setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma);
// vary_SunlitColor = vec3(0);
// vary_AmblitColor = vec3(0);