From bbc9d9db4838e60724c8ba93c2efdbaa522595c1 Mon Sep 17 00:00:00 2001
From: Dave Parks <davep@lindenlab.com>
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')

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"
-- 
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