From 4d76ba2d23c22e9a507a0eb7687b3750091b356f Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 22 Apr 2019 10:21:10 -0700 Subject: Fix mismatch between release and EEP in sunlight and ambient color from settings. --- .../app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1/windlight') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 3d05912f49..fc49562235 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -62,8 +62,8 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o vec4 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; vec4 light_atten; - float dens_mul = density_multiplier * 0.5; // get back to original pre-EEP range... - float dist_mul = distance_multiplier * 0.1; // get back to original pre-EEP range... + float dens_mul = density_multiplier; + float dist_mul = distance_multiplier * 0.1; //sunlight attenuation effect (hue and brightness) due to atmosphere //this is used later for sunlight modulation at various altitudes @@ -76,7 +76,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o haze_weight = vec4(haze_density) / temp1; //(TERRAIN) compute sunlight from lightnorm only (for short rays like terrain) - temp2.y = max(0.0, tmpLightnorm.y); + temp2.y = max(0.0, tmpLightnorm.z); if (temp2.y > 0.001f) { temp2.y = 1. / temp2.y; -- cgit v1.2.3