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path: root/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight/transportF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/transportF.glsl9
1 files changed, 1 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
index a06f4f22ad..d2d839ed05 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl
@@ -51,14 +51,7 @@ vec3 atmosTransport(vec3 light)
vec3 fullbrightAtmosTransport(vec3 light)
{
float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1;
- vec3 attenColor = atmosTransportFrag(light * 0.5, getAdditiveColor() * brightness, getAtmosAttenuation());
-
- // attenColor is an accurate fog-attenuated result for any brightness
- // But, the pre-EEP shader included a brightness-indexed lerp to a non-attenuated version
- // of the color - effectively a fog 'burn-through' for very bright pixels. To more closely
- // match the pre-EEP behavior, we'll also lerp to the pre-EEP color, based on overall brightness
- float preEepBright = dot(light.rgb, vec3(0.3333));
- retun mix(attenColor, (light.rgb + getAdditiveColor().rgb) * (2.0 - preEepBright), preEepBright * preEepBright);
+ return atmosTransportFrag(light * 0.5, getAdditiveColor() * brightness, getAtmosAttenuation());
}
vec3 fullbrightShinyAtmosTransport(vec3 light)