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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl2
2 files changed, 10 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 12115082a9..8814587fbc 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -126,16 +126,24 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = max(0.9, ambient);
+ ambient = max(0.66, ambient);
ambient = 1.0 - ambient;
vec3 sun_contrib = min(scol, final_da) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
+
+vec3 post_ambient = col.rgb;
+
col.rgb += sun_contrib;
+
+vec3 post_sunlight = col.rgb;
+
col.rgb *= diffuse.rgb;
+vec3 post_diffuse = col.rgb;
+
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
if (spec.a > 0.0) // specular reflection
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 40c521cd2c..f1398afb99 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -152,7 +152,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
+ tmpAmbient));
//brightness of surface both sunlight and ambient
- sunlit = vec3(sunlight.rgb* 0.5);
+ sunlit = vec3(sunlight.rgb);
amblit = vec3(tmpAmbient * .25);
additive = normalize(additive);
additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;