From b3e11083cc31abfa7cebf2c3acc6aeebfc1f4205 Mon Sep 17 00:00:00 2001 From: Dave Houlton Date: Thu, 19 Dec 2019 18:04:32 -0700 Subject: SL-11606 fix to match EEP light falloff vs release --- indra/newview/llsettingsvo.cpp | 14 +++++++------- 1 file changed, 7 insertions(+), 7 deletions(-) (limited to 'indra/newview/llsettingsvo.cpp') diff --git a/indra/newview/llsettingsvo.cpp b/indra/newview/llsettingsvo.cpp index bbee94287d..32398aa609 100644 --- a/indra/newview/llsettingsvo.cpp +++ b/indra/newview/llsettingsvo.cpp @@ -641,17 +641,17 @@ void LLSettingsVOSky::updateSettings() LLVector3 sun_direction = getSunDirection(); LLVector3 moon_direction = getMoonDirection(); - F32 dp = getLightDirection() * LLVector3(0.0f, 0.0f, 1.0f); - if (dp < 0) - { - dp = 0; - } - dp = llmax(dp, 0.1f); + // Want the dot prod of sun w/ high noon vector (0,0,1), which is just the z component + F32 dp = llmax(sun_direction[2], 0.0f); // clamped to 0 when sun is down // Since WL scales everything by 2, there should always be at least a 2:1 brightness ratio // between sunlight and point lights in windlight to normalize point lights. + // + // After some A/B comparison of relesae vs EEP, tweak to allow strength to fall below 2 + // at night, for better match. (mSceneLightStrength is a divisor, so lower value means brighter + // local lights) F32 sun_dynamic_range = llmax(gSavedSettings.getF32("RenderSunDynamicRange"), 0.0001f); - mSceneLightStrength = 2.0f * (1.0f + sun_dynamic_range * dp); + mSceneLightStrength = 2.0f * (0.65f + sun_dynamic_range * dp); gSky.setSunAndMoonDirectionsCFR(sun_direction, moon_direction); gSky.setSunTextures(getSunTextureId(), getNextSunTextureId()); -- cgit v1.2.3