diff options
Diffstat (limited to 'indra/newview')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/llsettingsvo.cpp | 18 | 
2 files changed, 12 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 3607f5a086..dcc3750a8f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -100,7 +100,9 @@ void main()  			float fa = light_col[i].a+1.0;  			float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);  			dist_atten *= dist_atten; -			dist_atten *= 2.0; +             +            // Tweak falloff slightly to match pre-EEP attenuation +			dist_atten *= 2.2;  			dist_atten *= noise; diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index bbee94287d..d96f276a71 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -641,17 +641,17 @@ void LLSettingsVOSky::updateSettings()      LLVector3 sun_direction  = getSunDirection();      LLVector3 moon_direction = getMoonDirection(); -    F32 dp = getLightDirection() * LLVector3(0.0f, 0.0f, 1.0f); -	if (dp < 0) -	{ -		dp = 0; -	} -    dp = llmax(dp, 0.1f); +    // Want the dot prod of sun w/ high noon vector (0,0,1), which is just the z component +    F32 dp = llmax(sun_direction[2], 0.0f); // clamped to 0 when sun is down -	// Since WL scales everything by 2, there should always be at least a 2:1 brightness ratio -	// between sunlight and point lights in windlight to normalize point lights. +    // Since WL scales everything by 2, there should always be at least a 2:1 brightness ratio +    // between sunlight and point lights in windlight to normalize point lights. +    // +    // After some A/B comparison of relesae vs EEP, tweak to allow strength to fall below 2  +    // at night, for better match. (mSceneLightStrength is a divisor, so lower value means brighter +    // local lights)  	F32 sun_dynamic_range = llmax(gSavedSettings.getF32("RenderSunDynamicRange"), 0.0001f); -    mSceneLightStrength = 2.0f * (1.0f + sun_dynamic_range * dp); +    mSceneLightStrength = 2.0f * (0.75f + sun_dynamic_range * dp);      gSky.setSunAndMoonDirectionsCFR(sun_direction, moon_direction);      gSky.setSunTextures(getSunTextureId(), getNextSunTextureId());  | 
