From 41330f4a39e996fbcd4afa931973127a4abbcf86 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Mon, 25 Nov 2019 15:03:09 -0700 Subject: Roll back commit 41531 --- .../app_settings/shaders/class2/windlight/transportF.glsl | 9 +-------- 1 file changed, 1 insertion(+), 8 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/windlight') diff --git a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl index a06f4f22ad..d2d839ed05 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/transportF.glsl @@ -51,14 +51,7 @@ vec3 atmosTransport(vec3 light) vec3 fullbrightAtmosTransport(vec3 light) { float brightness = dot(light.rgb * 0.5, vec3(0.3333)) + 0.1; - vec3 attenColor = atmosTransportFrag(light * 0.5, getAdditiveColor() * brightness, getAtmosAttenuation()); - - // attenColor is an accurate fog-attenuated result for any brightness - // But, the pre-EEP shader included a brightness-indexed lerp to a non-attenuated version - // of the color - effectively a fog 'burn-through' for very bright pixels. To more closely - // match the pre-EEP behavior, we'll also lerp to the pre-EEP color, based on overall brightness - float preEepBright = dot(light.rgb, vec3(0.3333)); - retun mix(attenColor, (light.rgb + getAdditiveColor().rgb) * (2.0 - preEepBright), preEepBright * preEepBright); + return atmosTransportFrag(light * 0.5, getAdditiveColor() * brightness, getAtmosAttenuation()); } vec3 fullbrightShinyAtmosTransport(vec3 light) -- cgit v1.2.3