Merge pull request #755 from sldevel/pbr-hdr-auto-adjust-fix
Confusion between light diffuse and light color in HDR auto-adjust modemaster
commit
4f6e3acece
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@ -718,11 +718,11 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
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LLSettingsSky::ptr_t psky = LLEnvironment::instance().getCurrentSky();
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// TODO -- make these getters return vec3s
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LLVector3 sunDiffuse = LLVector3(psky->getSunlightColor().mV);
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LLVector3 moonDiffuse = LLVector3(psky->getMoonlightColor().mV);
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LLVector3 sun_light_color = LLVector3(psky->getSunlightColor().mV);
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LLVector3 moon_light_color = LLVector3(psky->getMoonlightColor().mV);
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shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sunDiffuse);
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shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, moonDiffuse);
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shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sun_light_color);
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shader->uniform3fv(LLShaderMgr::MOONLIGHT_COLOR, moon_light_color);
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shader->uniform3fv(LLShaderMgr::CLOUD_COLOR, LLVector3(psky->getCloudColor().mV));
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@ -765,9 +765,9 @@ void LLSettingsVOSky::applySpecial(void *ptarget, bool force)
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shader->uniform1f(LLShaderMgr::SKY_HDR_SCALE, auto_adjust_hdr_scale);
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LLColor3 blue_horizon = getBlueHorizon() * auto_adjust_blue_horizon_scale;
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LLColor3 blue_density = getBlueDensity() * auto_adjust_blue_density_scale;
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LLColor3 sun_diffuse = getSunDiffuse() * auto_adjust_sun_color_scale;
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sun_light_color = sun_light_color * auto_adjust_sun_color_scale;
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shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sun_diffuse.mV);
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shader->uniform3fv(LLShaderMgr::SUNLIGHT_COLOR, sun_light_color.mV);
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shader->uniform3fv(LLShaderMgr::BLUE_DENSITY, blue_density.mV);
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shader->uniform3fv(LLShaderMgr::BLUE_HORIZON, blue_horizon.mV);
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