summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class2
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/skyF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyV.glsl4
6 files changed, 11 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index 792aa4e85c..7e2d41cf7b 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -45,7 +45,7 @@ uniform float density_multiplier;
uniform float max_y;
uniform vec4 glow;
-uniform float sun_up_factor;
+uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@@ -153,7 +153,7 @@ void main()
// Add "minimum anti-solar illumination"
temp2.x += .25;
- //temp2.x *= sun_up_factor;
+ temp2.x *= sun_moon_glow_factor;
// Haze color above cloud
vec4 color = ( blue_horizon * blue_weight * (sunlight + ambient)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 4fd3e73336..2c1cc3026f 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -91,7 +91,7 @@ void main()
float da_sun = dot(norm.xyz, normalize(sun_dir.xyz));
float da_moon = dot(norm.xyz, normalize(moon_dir.xyz));
- float da = max(da_sun, da_moon);
+ float da = (da_sun > 0.0) ? da_sun : da_moon;
da = clamp(da, 0.0, 1.0);
da = pow(da, global_gamma + 0.3);
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 8d1e5e3281..683ab794d3 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -42,7 +42,7 @@ uniform vec4 glow;
uniform float scene_light_strength;
uniform mat3 ssao_effect_mat;
uniform int no_atmo;
-uniform float sun_up_factor;
+uniform float sun_moon_glow_factor;
vec3 scaleSoftClipFrag(vec3 light);
@@ -119,7 +119,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
//add "minimum anti-solar illumination"
temp2.x += .25;
- //temp2.x *= sun_up_factor;
+ temp2.x *= sun_moon_glow_factor;
//increase ambient when there are more clouds
vec4 tmpAmbient = ambient + (vec4(1.) - ambient) * cloud_shadow * 0.5;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
index 5ccf786fce..86cdae8768 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl
@@ -54,7 +54,7 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
-uniform float sun_up_factor;
+uniform float sun_moon_glow_factor;
void calcAtmospherics(vec3 inPositionEye) {
@@ -118,7 +118,7 @@ void calcAtmospherics(vec3 inPositionEye) {
temp2.x = pow(temp2.x, glow.z);
//glow.z should be negative, so we're doing a sort of (1 / "angle") function
- temp2.x *= sun_up_factor;
+ temp2.x *= sun_moon_glow_factor;
//add "minimum anti-solar illumination"
temp2.x += .25;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
index a250cf2c45..3e3bd929e1 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsV.glsl
@@ -57,7 +57,7 @@ uniform float density_multiplier;
uniform float max_y;
uniform vec4 glow;
-uniform float sun_up_factor;
+uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
@@ -131,7 +131,7 @@ void main()
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
- //temp2.x *= sun_up_factor;
+ temp2.x *= sun_moon_glow_factor;
// Add "minimum anti-solar illumination"
temp2.x += .25;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
index f509f9f8d4..f9f1eb7355 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyV.glsl
@@ -50,7 +50,7 @@ uniform float density_multiplier;
uniform float max_y;
uniform vec4 glow;
-uniform float sun_up_factor;
+uniform float sun_moon_glow_factor;
uniform vec4 cloud_color;
void main()
@@ -119,7 +119,7 @@ void main()
temp2.x = pow(temp2.x, glow.z);
// glow.z should be negative, so we're doing a sort of (1 / "angle") function
- //temp2.x *= sun_up_factor;
+ temp2.x *= sun_moon_glow_factor;
// Add "minimum anti-solar illumination"
temp2.x += .25;