diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl | 8 | 
1 files changed, 6 insertions, 2 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl index efcf848ab1..565c00ba79 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl @@ -67,7 +67,11 @@ vec3 atmosLighting(vec3 light)  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) {      vec3 P = inPositionEye; -     +    +    //(TERRAIN) limit altitude +    if (P.y > max_y) P *= (max_y / P.y); +    if (P.y < -max_y) P *= (-max_y / P.y);  +      vec3 tmpLightnorm = lightnorm.xyz;      vec3 Pn = normalize(P); @@ -93,7 +97,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,      //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)      temp2.y = max(0.0, tmpLightnorm.y);      temp2.y = 1. / temp2.y; -    sunlight *= exp( - light_atten * temp2.y); +    sunlight *= exp(-light_atten * temp2.y);      // main atmospheric scattering line integral      temp2.z = Plen * density_multiplier; | 
