From bbc9d9db4838e60724c8ba93c2efdbaa522595c1 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 15 May 2024 14:15:55 -0500 Subject: #1466 Loosen clamp on haze glow to fix skies that want to be bonkers (#1470) --- .../app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'indra/newview/app_settings/shaders') diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 40b7f9cf0e..d077670c96 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), -10, 10); + haze_glow = clamp(pow(haze_glow, glow.z), -100000, 100000); // glow.z should be negative, so we're doing a sort of (1 / "angle") function // add "minimum anti-solar illumination" -- cgit v1.2.3