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-rw-r--r--indra/newview/app_settings/settings.xml2
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl3
2 files changed, 3 insertions, 2 deletions
diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml
index c0dcafdd51..0a3324ce61 100644
--- a/indra/newview/app_settings/settings.xml
+++ b/indra/newview/app_settings/settings.xml
@@ -8578,7 +8578,7 @@
<key>Type</key>
<string>Boolean</string>
<key>Value</key>
- <integer>0</integer>
+ <integer>1</integer>
</map>
<key>RenderAnisotropic</key>
<map>
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
index 14af657e67..7bfdb9f753 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsF.glsl
@@ -46,6 +46,7 @@ uniform mat3 ssao_effect_mat;
uniform int no_atmo;
uniform float sun_moon_glow_factor;
+vec3 srgb_to_linear(vec3 c);
vec3 scaleSoftClipFrag(vec3 light);
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten)
@@ -151,7 +152,7 @@ void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit,
+ tmpAmbient));
//brightness of surface both sunlight and ambient
- sunlit = vec3(sunlight * .5);
+ sunlit = srgb_to_linear(sunlight.rgb);
amblit = vec3(tmpAmbient * .25);
additive = normalize(additive);
additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;