diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl | 5 | 
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); | 
