From 26a5ef27cf4fb651ec5b06a5c9d0e378216aaa66 Mon Sep 17 00:00:00 2001 From: Erik Kundiman Date: Wed, 12 Jun 2024 15:42:27 +0800 Subject: Float operands for float clamp operation --- .../app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index d077670c96..a2125b2aec 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -98,7 +98,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou haze_glow = max(haze_glow, .001); // set a minimum "angle" (smaller glow.y allows tighter, brighter hotspot) haze_glow *= glow.x; // higher glow.x gives dimmer glow (because next step is 1 / "angle") - haze_glow = clamp(pow(haze_glow, glow.z), -100000, 100000); + haze_glow = clamp(pow(haze_glow, glow.z), -100000.0, 100000.0); // glow.z should be negative, so we're doing a sort of (1 / "angle") function // add "minimum anti-solar illumination" -- cgit v1.2.3