From b143aa96fcd6d16558464c98bcfd9984f7d29750 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 13 May 2019 15:33:48 -0700 Subject: SL-10856 Modify calc of sunlight to avoid clipping in gamma correct on values outside 0-1 range. Modify shaders to put back ambient clamp tuned to be close to ambient contrib in low/mid lighting. --- .../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 6788cc1f63..7f5ac00963 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -44,7 +44,7 @@ uniform float sun_moon_glow_factor; float getAmbientClamp() { - return 0.66f; + return 0.2f; } void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten) { @@ -137,7 +137,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o + tmpAmbient)); //brightness of surface both sunlight and ambient - sunlit = sunlight.rgb * 0.5; - amblit = tmpAmbient.rgb * .25; + sunlit = sunlight.rgb; + amblit = tmpAmbient.rgb; additive *= vec3(1.0 - temp1); } -- cgit v1.2.3