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Commit 823172ca authored by Graham Linden's avatar Graham Linden
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SL-10831

Make moon brightness env setting affect moon diffuse/ambient color combo so it affects in-world lighting.

Adjust how the moon brightness affects the moon disc texture rendering (washes out less).
parent 03426a7d
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...@@ -1295,9 +1295,15 @@ void LLSettingsSky::calculateLightSettings() const ...@@ -1295,9 +1295,15 @@ void LLSettingsSky::calculateLightSettings() const
mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance)); mSunDiffuse = gammaCorrect(componentMult(sunlight, light_transmittance));
mSunAmbient = gammaCorrect(componentMult(tmpAmbient, light_transmittance) * 0.5); mSunAmbient = gammaCorrect(componentMult(tmpAmbient, light_transmittance) * 0.5);
LLColor3 moonlight(0.75, 0.75, 0.92); F32 moon_brightness = getMoonBrightness();
mMoonDiffuse = gammaCorrect(componentMult(moonlight, light_transmittance) * 0.25f);
mMoonAmbient = gammaCorrect(componentMult(moonlight, light_transmittance) * 0.125f); LLColor3 moonlight_a(0.66, 0.66, 0.66);
LLColor3 moonlight_b(0.66, 0.66, 1.0);
LLColor3 moonlight = lerp(moonlight_b, moonlight_a, moon_brightness);
mMoonDiffuse = gammaCorrect(componentMult(moonlight, light_transmittance) * moon_brightness * 0.25f);
mMoonAmbient = gammaCorrect(componentMult(moonlight_b, light_transmittance) * 0.0125f);
mTotalAmbient = mSunAmbient; mTotalAmbient = mSunAmbient;
} }
......
...@@ -52,7 +52,7 @@ void main() ...@@ -52,7 +52,7 @@ void main()
// mix factor which blends when sunlight is brighter // mix factor which blends when sunlight is brighter
// and shows true moon color at night // and shows true moon color at night
vec3 luma_weights = vec3(0.2, 0.3, 0.2); vec3 luma_weights = vec3(0.3, 0.5, 0.3);
float mix = 1.0 - dot(normalize(sunlight_color.rgb), luma_weights); float mix = 1.0 - dot(normalize(sunlight_color.rgb), luma_weights);
......
...@@ -52,7 +52,7 @@ void main() ...@@ -52,7 +52,7 @@ void main()
// mix factor which blends when sunlight is brighter // mix factor which blends when sunlight is brighter
// and shows true moon color at night // and shows true moon color at night
vec3 luma_weights = vec3(0.2, 0.3, 0.2); vec3 luma_weights = vec3(0.3, 0.5, 0.3);
float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights); float mix = 1.0f - dot(normalize(sunlight_color.rgb), luma_weights);
vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0; vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
......
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