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-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl5
1 files changed, 3 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 22db9dce03..4e0933f922 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -50,6 +50,7 @@ uniform float sun_moon_glow_factor;
float getAmbientClamp() { return 1.0f; }
vec3 srgb_to_linear(vec3 col);
+vec3 legacy_adjust(vec3 col);
// return colors in sRGB space
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive,
@@ -63,8 +64,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
vec3 rel_pos_norm = normalize(rel_pos);
float rel_pos_len = length(rel_pos);
- vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color;
-
+ vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color * 0.7; // magic 0.7 to match legacy color
+
// sunlight attenuation effect (hue and brightness) due to atmosphere
// this is used later for sunlight modulation at various altitudes
vec3 light_atten = (blue_density + vec3(haze_density * 0.25)) * (density_multiplier * max_y);