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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl2
4 files changed, 4 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 68a735e813..6e693bd33b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -211,7 +211,7 @@ void main()
ambient = max(0.9, ambient); // keeps shadows dark
ambient = 1.0 - ambient;
- vec3 sun_contrib = mix(final_da, min(final_da, shadow), 0.1) * sunlit;
+ vec3 sun_contrib = min(final_da, shadow) * sunlit;
color.rgb *= ambient;
color.rgb += sun_contrib;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 8691e729ee..4a47311eb7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -308,7 +308,7 @@ void main()
ambient = max(0.9, ambient);
ambient = 1.0 - ambient;
- vec3 sun_contrib = mix(final_da, min(final_da, shadow), 0.1) * sunlit;
+ vec3 sun_contrib = min(final_da, shadow) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 688e4e1d59..12115082a9 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -129,7 +129,7 @@ void main()
ambient = max(0.9, ambient);
ambient = 1.0 - ambient;
- vec3 sun_contrib = mix(final_da, min(scol, final_da), 0.1) * sunlit;
+ vec3 sun_contrib = min(scol, final_da) * sunlit;
col.rgb = amblit;
col.rgb *= ambient;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 7bfdb9f753..40c521cd2c 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -152,7 +152,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
+ tmpAmbient));
//brightness of surface both sunlight and ambient
- sunlit = srgb_to_linear(sunlight.rgb);
+ sunlit = vec3(sunlight.rgb* 0.5);
amblit = vec3(tmpAmbient * .25);
additive = normalize(additive);
additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;