diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl index 62d134188c7d24e8b3d1dc53552342887a4a1845..0090155e5cd61d7585e25ac52e54e8449e471903 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyV.glsl @@ -91,7 +91,7 @@ void main() vary_LightNormPosDot = rel_pos_lightnorm_dot; // Initialize temp variables - vec3 sunlight = (sun_up_factor == 1) ? sunlight_color : moonlight_color; + vec3 sunlight = (sun_up_factor == 1) ? sunlight_color*2.0 : moonlight_color; // Sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl index 12a99edc34465b671958384028ed76acc1c0521a..c2527db218fbe0c70e46bbd1cb917b71ecd842b8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsFuncs.glsl @@ -63,7 +63,9 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou vec3 rel_pos_norm = normalize(rel_pos); float rel_pos_len = length(rel_pos); + float scale = sun_up_factor + 1; vec3 sunlight = (sun_up_factor == 1) ? sunlight_color: moonlight_color; + sunlight *= scale; // sunlight attenuation effect (hue and brightness) due to atmosphere // this is used later for sunlight modulation at various altitudes @@ -141,7 +143,7 @@ void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, ou // fudge sunlit and amblit to get consistent lighting compared to legacy // midday before PBR was a thing - sunlit = sunlight.rgb; + sunlit = sunlight.rgb / scale; amblit = tmpAmbient.rgb * 0.25; additive *= vec3(1.0 - combined_haze); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index b23741e57473f66a0b942ffbb4492d4e7bf20d91..0e3ebd1534b0bba2032f391de7c1dafe69a25512 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -212,7 +212,6 @@ void main() { //should only be true of WL sky, just port over base color value color = srgb_to_linear(texture2D(emissiveRect, tc).rgb); - color *= sun_up_factor + 1.0; } else {