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-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl6
1 files changed, 4 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index 437fa0a6d5..53474ded7f 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -40,6 +40,8 @@ uniform vec3 glow;
uniform float scene_light_strength;
uniform float sun_moon_glow_factor;
uniform float sky_hdr_scale;
+uniform float sky_sunlight_scale;
+uniform float sky_ambient_scale;
float getAmbientClamp() { return 1.0f; }
@@ -148,8 +150,8 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou
// multiply to get similar colors as when the "scaleSoftClip" implementation was doubling color values
// (allows for mixing of light sources other than sunlight e.g. reflection probes)
- sunlit *= 1.5;
- amblit *= 0.5;
+ sunlit *= sky_sunlight_scale; //1.5;
+ amblit *= sky_ambient_scale; //0.5;
// override amblit with ambient_color if sky probe ambiance is not zero
amblit = mix(amblit, ambient_color, clamp(sky_hdr_scale-1.0, 0.0, 1.0));