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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl6
2 files changed, 5 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl
index ae521afdad..32210f60dc 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl
@@ -79,12 +79,12 @@ void main()
vec2 disturbance2 = vec2(cloudNoise((uv1 + uv3) / 4.0f).x, cloudNoise((uv4 + uv2) / 8.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
// Offset texture coords
- uv1 += cloud_pos_density1.xy + (disturbance * 0.02); //large texture, visible density
+ uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density
uv2 += cloud_pos_density1.xy; //large texture, self shadow
uv3 += cloud_pos_density2.xy; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
- float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y));
+ float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0 + disturbance2.x + disturbance2.y) * 4.0);
cloudDensity *= 1.0 - (density_variance * density_variance);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
index 1abe2fab63..e40d7e7c75 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl
@@ -95,12 +95,12 @@ void main()
vec2 disturbance = vec2(cloudNoise(uv1 / 16.0f).x, cloudNoise((uv3 + uv1) / 16.0f).x) * cloud_variance * (1.0f - cloud_scale * 0.25f);
// Offset texture coords
- uv1 += cloud_pos_density1.xy + disturbance; //large texture, visible density
+ uv1 += cloud_pos_density1.xy + (disturbance * 0.2); //large texture, visible density
uv2 += cloud_pos_density1.xy; //large texture, self shadow
- uv3 += cloud_pos_density2.xy + disturbance; //small texture, visible density
+ uv3 += cloud_pos_density2.xy; //small texture, visible density
uv4 += cloud_pos_density2.xy; //small texture, self shadow
- float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0));
+ float density_variance = min(1.0, (disturbance.x* 2.0 + disturbance.y* 2.0) * 4.0);
cloudDensity *= 1.0 - (density_variance * density_variance);