diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/cloudShadowF.glsl | 4 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/cloudsF.glsl | 6 |
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); |