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-rw-r--r--indra/newview/lllegacyatmospherics.cpp16
1 files changed, 9 insertions, 7 deletions
diff --git a/indra/newview/lllegacyatmospherics.cpp b/indra/newview/lllegacyatmospherics.cpp
index 165ef8c797..e061b3ad17 100644
--- a/indra/newview/lllegacyatmospherics.cpp
+++ b/indra/newview/lllegacyatmospherics.cpp
@@ -208,23 +208,25 @@ LLColor4 LLAtmospherics::calcSkyColorInDir(AtmosphericsVars& vars, const LLVecto
return calcSkyColorInDir(psky, vars, dir, isShiny);
}
+// This cubemap is used as "environmentMap" in indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
LLColor4 LLAtmospherics::calcSkyColorInDir(const LLSettingsSky::ptr_t &psky, AtmosphericsVars& vars, const LLVector3 &dir, bool isShiny)
{
- F32 saturation = 0.3f;
+ F32 sky_saturation = 0.25f;
+ F32 land_saturation = 0.1f;
if (isShiny && dir.mV[VZ] < -0.02f)
{
LLColor4 col;
LLColor3 desat_fog = LLColor3(mFogColor);
- F32 brightness = desat_fog.brightness();
+ F32 brightness = desat_fog.brightness();// NOTE: Linear brightness!
// So that shiny somewhat shows up at night.
if (brightness < 0.15f)
{
brightness = 0.15f;
desat_fog = smear(0.15f);
}
- F32 greyscale_sat = brightness * (1.0f - saturation);
- desat_fog = desat_fog * saturation + smear(greyscale_sat);
+ F32 greyscale_sat = brightness * (1.0f - land_saturation);
+ desat_fog = desat_fog * land_saturation + smear(greyscale_sat);
if (!gPipeline.canUseWindLightShaders())
{
col = LLColor4(desat_fog, 0.f);
@@ -250,9 +252,9 @@ LLColor4 LLAtmospherics::calcSkyColorInDir(const LLSettingsSky::ptr_t &psky, Atm
if (isShiny)
{
F32 brightness = vars.hazeColor.brightness();
- F32 greyscale_sat = brightness * (1.0f - saturation);
- LLColor3 sky_color = vars.hazeColor * saturation + smear(greyscale_sat);
- sky_color *= (0.5f + 0.5f * brightness);
+ F32 greyscale_sat = brightness * (1.0f - sky_saturation);
+ LLColor3 sky_color = vars.hazeColor * sky_saturation + smear(greyscale_sat);
+ //sky_color *= (0.5f + 0.5f * brightness); // SL-12574 EEP sky was too dark dark grey/blue, lighten it slightly
return LLColor4(sky_color, 0.0f);
}