From 0390dc2fec2afdc053f373813d419178a70b299c Mon Sep 17 00:00:00 2001
From: Runitai Linden <davep@lindenlab.com>
Date: Fri, 6 Mar 2020 14:33:58 -0600
Subject: [PATCH] Fix for mismatch on angular attenuation between sunlight on
 opaque and transparent objects from last commit.

---
 .../newview/app_settings/shaders/class1/deferred/alphaF.glsl | 5 +++--
 .../app_settings/shaders/class1/deferred/materialF.glsl      | 3 ++-
 2 files changed, 5 insertions(+), 3 deletions(-)

diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index e38eeab3707..dc484317e9e 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -223,6 +223,7 @@ void main()
 
     float da = dot(norm.xyz, light_dir.xyz);
           da = clamp(da, -1.0, 1.0);
+          da = pow(da, 1.0/1.3);
  
     float final_da = da;
           final_da = clamp(final_da, 0.0f, 1.0f);
@@ -231,7 +232,7 @@ void main()
 
     color.a   = final_alpha;
 
-    float ambient = da;
+    float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
     ambient *= 0.5;
     ambient *= ambient;
     ambient = (1.0 - ambient);
@@ -262,7 +263,7 @@ vec3 post_atmo = color.rgb;
     vec4 light = vec4(0,0,0,0);
     
     color.rgb = scaleSoftClipFrag(color.rgb);
-    
+
     //convert to linear before applying local lights
     color.rgb = srgb_to_linear(color.rgb);
 
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index e4ebf0edee5..d07de529cad 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -331,8 +331,9 @@ void main()
         vec3 refnormpersp = normalize(reflect(pos.xyz, norm));
 
         float da = clamp(dot(normalize(norm.xyz), light_dir.xyz), 0.0, 1.0);
+        da = pow(da, 1.0/1.3);
 
-        float ambient = da;
+        float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);
         ambient *= 0.5;
         ambient *= ambient;
         ambient = (1.0 - ambient);
-- 
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