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-rw-r--r--indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl14
1 files changed, 8 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index 91760e05bf..d503de6f24 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -66,9 +66,12 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color;
vec4 light_atten;
+ float dens_mul = density_multiplier * 0.5; // get back to original pre-EEP range...
+ float dist_mul = distance_multiplier * 0.1; // get back to original pre-EEP range...
+
//sunlight attenuation effect (hue and brightness) due to atmosphere
//this is used later for sunlight modulation at various altitudes
- light_atten = (blue_density + vec4(haze_density * 0.25)) * (density_multiplier * max_y);
+ light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
//I had thought blue_density and haze_density should have equal weighting,
//but attenuation due to haze_density tends to seem too strong
@@ -86,12 +89,12 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
sunlight *= exp(-light_atten * temp2.y);
// main atmospheric scattering line integral
- temp2.z = Plen * density_multiplier;
+ temp2.z = Plen * dens_mul / 2.0f; // 2.0 to get range back to what it was pre-EEP...
// Transparency (-> temp1)
- // ATI Bugfix -- can't store temp1*temp2.z*distance_multiplier in a variable because the ati
+ // ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati
// compiler gets confused.
- temp1 = exp(-temp1 * temp2.z * distance_multiplier);
+ temp1 = exp(-temp1 * temp2.z * dist_mul);
//final atmosphere attenuation factor
atten = temp1.rgb;
@@ -135,6 +138,5 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
//brightness of surface both sunlight and ambient
sunlit = sunlight.rgb;
amblit = tmpAmbient.rgb * .25;
- additive = normalize(additive);
- additive *= vec3(1.0 - exp(-temp2.z * distance_multiplier)) * 0.5;
+ additive *= vec3(1.0 - temp1);
}