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-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl4
-rw-r--r--indra/newview/llreflectionmapmanager.cpp2
-rw-r--r--indra/newview/llsettingsvo.cpp4
3 files changed, 6 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
index 34ac0c62dc..55e1411be2 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl
@@ -169,7 +169,9 @@ void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, ou
// multiply by 2 to get same colors as when the "scaleSoftClip" implementation was doubling color values
// (allows for mixing of light sources other than sunlight e.g. reflection probes)
sunlit *= 2.0;
- amblit *= 2.0;
+
+ // squash ambient to approximate whatever weirdness legacy atmospherics were doing
+ amblit = ambient_color * 0.5;
amblit *= ambientLighting(norm, light_dir);
amblit = srgb_to_linear(amblit);
diff --git a/indra/newview/llreflectionmapmanager.cpp b/indra/newview/llreflectionmapmanager.cpp
index 61d8756490..90c4436a04 100644
--- a/indra/newview/llreflectionmapmanager.cpp
+++ b/indra/newview/llreflectionmapmanager.cpp
@@ -815,7 +815,7 @@ void LLReflectionMapManager::updateUniforms()
F32 ambscale = gCubeSnapshot && !isRadiancePass() ? 0.f : 1.f;
F32 radscale = gCubeSnapshot && !isRadiancePass() ? 0.5f : 1.f;
-
+
for (auto* refmap : mReflectionMaps)
{
if (refmap == nullptr)
diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp
index ac5bde7b9b..a609c98d61 100644
--- a/indra/newview/llsettingsvo.cpp
+++ b/indra/newview/llsettingsvo.cpp
@@ -675,7 +675,7 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
LL_PROFILE_ZONE_SCOPED_CATEGORY_SHADER;
LLVector3 light_direction = LLVector3(LLEnvironment::instance().getClampedLightNorm().mV);
- bool radiance_pass = gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass();
+ bool irradiance_pass = gCubeSnapshot && !gPipeline.mReflectionMapManager.isRadiancePass();
LLShaderUniforms* shader = &((LLShaderUniforms*)ptarget)[LLGLSLShader::SG_DEFAULT];
{
@@ -716,7 +716,7 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
LLColor3 ambient(getTotalAmbient());
- if (radiance_pass)
+ if (irradiance_pass)
{ // during an irradiance map update, disable ambient lighting (direct lighting only) and desaturate sky color (avoid tinting the world blue)
shader->uniform3fv(LLShaderMgr::AMBIENT_LINEAR, LLVector3::zero.mV);
shader->uniform3fv(LLShaderMgr::AMBIENT, LLVector3::zero.mV);