From b5739323e1a37b3a59eb738b8620c2e2c02a4c55 Mon Sep 17 00:00:00 2001
From: Ptolemy <ptolemy@lindenlab.com>
Date: Wed, 1 Jul 2020 13:27:19 -0700
Subject: SL-12978: Fix off-axis water dimming

---
 .../app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 9 ++-------
 1 file changed, 2 insertions(+), 7 deletions(-)

diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index dcb02bd1c1..5bb2d18890 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -81,13 +81,8 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
     haze_weight = vec4(haze_density) / temp1;
 
     //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain)
-    temp2.y = max(0.0, tmpLightnorm.y);
-    if (abs(temp2.y) > 0.000001f)
-    {
-        temp2.y = 1. / abs(temp2.y);
-    }
-    temp2.y = max(0.0000001f, temp2.y);
-    sunlight *= exp(-light_atten * temp2.y);
+    // SL-12978: temp2.y = 1; optimized away
+    sunlight *= exp(-light_atten);
 
     // main atmospheric scattering line integral
     temp2.z = Plen * dens_mul;
-- 
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