From 935adb60831166af49a61b4af97526819d54cb23 Mon Sep 17 00:00:00 2001
From: Graham Linden <graham@lindenlab.com>
Date: Thu, 18 Apr 2019 13:07:49 -0700
Subject: SL-10966

Don't re-range density multiplier twice.
---
 .../app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl        | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

(limited to 'indra')

diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
index d503de6f24..1d105690d1 100644
--- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
+++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl
@@ -89,7 +89,7 @@ void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, o
     sunlight *= exp(-light_atten * temp2.y);
 
     // main atmospheric scattering line integral
-    temp2.z = Plen * dens_mul / 2.0f; // 2.0 to get range back to what it was pre-EEP...
+    temp2.z = Plen * dens_mul;
 
     // Transparency (-> temp1)
     // ATI Bugfix -- can't store temp1*temp2.z*dist_mul in a variable because the ati
-- 
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