SL-19538 Back off on sun brightening a bit, remove errant brightening of clouds, and update midday to not be red shifted.
parent
a6d03d1e98
commit
72a0408401
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@ -114,7 +114,7 @@ void main()
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float rel_pos_len = length(rel_pos);
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// Initialize temp variables
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vec3 sunlight = sunlight_color*2.0;
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vec3 sunlight = sunlight_color;
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vec3 light_atten;
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// Sunlight attenuation effect (hue and brightness) due to atmosphere
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@ -166,7 +166,7 @@ void main()
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(blue_horizon * blue_weight * (sunlight + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight * haze_glow + tmpAmbient));
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// CLOUDS
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sunlight = sunlight_color; // SL-14707 reset color -- Clouds are unusually dim in EEP
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sunlight = sunlight_color;
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off_axis = 1.0 / max(1e-6, lightnorm.y * 2.);
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sunlight *= exp(-light_atten * off_axis);
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@ -141,7 +141,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou
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// fudge sunlit and amblit to get consistent lighting compared to legacy
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// midday before PBR was a thing
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sunlit = sunlight.rgb * (1.0+sun_up_factor*0.3);
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sunlit = sunlight.rgb * (1.0+sun_up_factor*0.2);
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amblit = tmpAmbient.rgb * 0.25;
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additive *= vec3(1.0 - combined_haze);
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@ -812,7 +812,7 @@ const F64Seconds LLEnvironment::TRANSITION_SLOW(10.0f);
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const F64Seconds LLEnvironment::TRANSITION_ALTITUDE(5.0f);
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const LLUUID LLEnvironment::KNOWN_SKY_SUNRISE("01e41537-ff51-2f1f-8ef7-17e4df760bfb");
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const LLUUID LLEnvironment::KNOWN_SKY_MIDDAY("d9950f9a-f693-be73-0384-13ee97b8ca10");
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const LLUUID LLEnvironment::KNOWN_SKY_MIDDAY("7819e136-b6af-2e32-9c85-0b94121bb359");
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const LLUUID LLEnvironment::KNOWN_SKY_SUNSET("084e26cd-a900-28e8-08d0-64a9de5c15e2");
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const LLUUID LLEnvironment::KNOWN_SKY_MIDNIGHT("8a01b97a-cb20-c1ea-ac63-f7ea84ad0090");
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