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Commit 03e0549d authored by Ptolemy's avatar Ptolemy
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SL-12574 Fix environmentMap being too dark on EEP

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......@@ -254,8 +254,7 @@ LLColor4 LLAtmospherics::calcSkyColorInDir(const LLSettingsSky::ptr_t &psky, Atm
F32 brightness = vars.hazeColor.brightness();
F32 greyscale_sat = brightness * (1.0f - sky_saturation);
LLColor3 sky_color = vars.hazeColor * sky_saturation + smear(greyscale_sat);
//sky_color *= (0.5f + 0.5f * brightness);
sky_color *= (0.85f + 0.15f*brightness); // SL-12574 EEP sky is being attenuated too much; brighten it slightly until calcSkyColorWLVert() is fixed to match Windlight
//sky_color *= (0.5f + 0.5f * brightness); // SL-12574 EEP sky is being attenuated too much
return LLColor4(sky_color, 0.0f);
}
......@@ -378,11 +377,15 @@ void LLAtmospherics::calcSkyColorWLVert(const LLSettingsSky::ptr_t &psky, LLVect
// Final atmosphere additive
componentMultBy(vars.hazeColor, LLColor3::white - temp1);
/*
// SL-12574
// Attenuate cloud color by atmosphere
temp1 = componentSqrt(temp1); //less atmos opacity (more transparency) below clouds
// At horizon, blend high altitude sky color towards the darker color below the clouds
vars.hazeColor += componentMult(vars.hazeColorBelowCloud - vars.hazeColor, LLColor3::white - componentSqrt(temp1));
*/
}
void LLAtmospherics::updateFog(const F32 distance, const LLVector3& tosun_in)
......
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