From e9b2aa384a84c2e1b5f93f81b72eb028b292ae6a Mon Sep 17 00:00:00 2001
From: Graham Linden <graham@lindenlab.com>
Date: Thu, 30 May 2019 16:16:29 -0700
Subject: [PATCH] SL-11289

Limit banding from atmo exp falloff calc.
---
 indra/newview/app_settings/shaders/class2/deferred/skyF.glsl | 5 +++--
 indra/newview/pipeline.cpp                                   | 3 +++
 2 files changed, 6 insertions(+), 2 deletions(-)

diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index dca2862b5ac..5cb63912bea 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -127,7 +127,7 @@ void main()
     light_atten = (blue_density + vec4(haze_density * 0.25)) * (dens_mul * max_y);
 
     // Calculate relative weights
-    temp1 = blue_density + haze_density;
+    temp1 = abs(blue_density) + vec4(abs(haze_density));
     blue_weight = blue_density / temp1;
     haze_weight = haze_density / temp1;
 
@@ -142,7 +142,8 @@ void main()
     // Transparency (-> temp1)
     // ATI Bugfix -- can't store temp1*temp2.z in a variable because the ati
     // compiler gets confused.
-    temp1 = exp(-temp1 * temp2.z * dist_mul);
+    //temp1 = exp(-temp1 * temp2.z * dist_mul);
+    temp1 = exp(-temp1 * dist_mul);
 
     // Compute haze glow
     temp2.x = dot(Pn, lightnorm.xyz);
diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp
index b01e148fca3..33b953beb72 100644
--- a/indra/newview/pipeline.cpp
+++ b/indra/newview/pipeline.cpp
@@ -8403,8 +8403,11 @@ void LLPipeline::bindDeferredShader(LLGLSLShader& shader, LLRenderTarget* light_
     
     shader.uniform4fv(LLShaderMgr::SUNLIGHT_COLOR, 1, mSunDiffuse.mV);
     shader.uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, mMoonDiffuse.mV);
+    
 
     LLEnvironment& environment = LLEnvironment::instance();
+    LLColor4 ambient(environment.getCurrentSky()->getTotalAmbient());
+    shader.uniform4fv(LLShaderMgr::AMBIENT, 1, ambient.mV);
     shader.uniform1i(LLShaderMgr::SUN_UP_FACTOR, environment.getIsSunUp() ? 1 : 0);
     shader.uniform1f(LLShaderMgr::SUN_MOON_GLOW_FACTOR, environment.getCurrentSky()->getSunMoonGlowFactor());
 
-- 
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