SL-11606 fix to match EEP light falloff vs release
parent
f61a5c4642
commit
b3e11083cc
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@ -1000,7 +1000,7 @@ LLVector3 LLSettingsSky::getLightDirection() const
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return mMoonDirection;
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}
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return -LLVector3::z_axis;
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return LLVector3::z_axis_neg;
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}
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LLColor3 LLSettingsSky::getLightDiffuse() const
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@ -100,7 +100,9 @@ void main()
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float fa = light_col[i].a+1.0;
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float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
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dist_atten *= dist_atten;
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dist_atten *= 2.0;
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// Tweak falloff slightly to match pre-EEP attenuation
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dist_atten *= 2.2;
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dist_atten *= noise;
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@ -641,17 +641,17 @@ void LLSettingsVOSky::updateSettings()
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LLVector3 sun_direction = getSunDirection();
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LLVector3 moon_direction = getMoonDirection();
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F32 dp = getLightDirection() * LLVector3(0.0f, 0.0f, 1.0f);
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if (dp < 0)
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{
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dp = 0;
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}
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dp = llmax(dp, 0.1f);
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// Want the dot prod of sun w/ high noon vector (0,0,1), which is just the z component
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F32 dp = llmax(sun_direction[2], 0.0f); // clamped to 0 when sun is down
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// Since WL scales everything by 2, there should always be at least a 2:1 brightness ratio
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// between sunlight and point lights in windlight to normalize point lights.
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//
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// After some A/B comparison of relesae vs EEP, tweak to allow strength to fall below 2
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// at night, for better match. (mSceneLightStrength is a divisor, so lower value means brighter
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// local lights)
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F32 sun_dynamic_range = llmax(gSavedSettings.getF32("RenderSunDynamicRange"), 0.0001f);
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mSceneLightStrength = 2.0f * (1.0f + sun_dynamic_range * dp);
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mSceneLightStrength = 2.0f * (0.65f + sun_dynamic_range * dp);
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gSky.setSunAndMoonDirectionsCFR(sun_direction, moon_direction);
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gSky.setSunTextures(getSunTextureId(), getNextSunTextureId());
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