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); | 
