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LSL Constants/llGetEnvironment

LSL Function/color: {{LSL_Function/color|color}}

Parameters

parameterinteger valuereturn valuesdescription
SKY_TRACKS15float sky2, float sky3, float sky4Altitudes for sky transitions in the region.
SKY_AMBIENT0vector ambient_colorThe ambient color of the environment.
SKY_TEXTURE_DEFAULTS1integer bloom_is_default, integer halo_is_default, integer rainbow_is_defaultChecks if the textures are currently set to use the default. For default values, the returned integer is 1. If the texture uses something other than the default, the returned value is 0.
SKY_CLOUDS2vector color, float coverage, float scale, float variance, vector scroll, vector density, vector detail, integer is_defaultEnvironmental cloud information.
  • color: The color used for the clouds.
  • coverage: The coverage percentage.
  • scale: The scaling applied to the cloud textures.
  • variance: A randomizing factor applied to the main cloud layer
  • scroll: The scroll speed of the clouds.
  • X is east/west
  • Y is north/south
  • Z is unused
  • density: The X/Y and D parameter used to generate cloud density
  • detail: The X/Y and D parameter used to generate cloud details.
  • is_default: 1 if the clouds are using the default texture.
SKY_DOME4float offset, float radius, float max_altitudeSky dome information.
  • offset
  • radius
  • maximum altitude
SKY_GAMMA5float gammaThe gamma value applied to the scene. In viewer versions 7.0+, this value has been repurposed into the "HDR Scale" value in the EEP editor. (Thus, this will return the value of the HDR Scale slider).
SKY_GLOW6float glow_size, float glow_focusGlow applied to the sun and moon.
  • size of glow effect
  • focus of glow effect
SKY_MOON9rotation rot, float scale, float brightness, integer is_default_texture, vector direction, vector ambient_color, vector diffuse_colorDetailed moon information
  • rot: The current rotation applied to the moon.
  • scale: The current scale applied to the moon's texture
  • brightness: The moon's brightness
  • is_default_texture: 1 if the moon texture is set to the default. 0 otherwise
  • direction: A unit vector pointing at the moon.
  • ambient_color: The ambient color of the moon
  • diffuse_color: The diffuse color applied to the moon.
SKY_STAR_BRIGHTNESS13float brightness
SKY_SUN14rotation rot, float scale, vector sun_color, integer is_default_texture, vector direction, vector ambient_color, vector diffuse_colorDetailed sun information
  • rot: The current rotation applied to the sun.
  • scale: The current scale applied to the sun's texture
  • sun_color:
  • is_default_texture: 1 if the sun texture is set to the default. 0 otherwise
  • direction: A unit vector pointing at the sun.
  • ambient_color: The ambient color of the sun.
  • diffuse_color: The diffuse color applied to the sun.
SKY_PLANET10float planet_radius, float sky_bottom_radius, float sky_top_radiusPlanet information used in rendering the sky
  • planet_radius
  • sky_bottom_radius
  • sky_top_radius
SKY_REFRACTION11float moisture_level, float droplet_radius, float ice_level Sky refraction parameters for rainbows and optical effects.
  • moisture_level
  • droplet_radius
  • ice_level
SKY_LIGHT8vector light_direction, vector fade_color, vector total_ambient Miscellaneous lighting values
  • light_direction: A unit vector indicating the direction of the dominant light source.
  • fade_color: A color vector representing the current color of the light emitted from the dominant light source (in sRGB space).
  • total_ambient: A color vector representing the current ambient color in use in the scene (in sRGB space).
SKY_REFLECTION_PROBE_AMBIANCE24float ambianceMinimum ambiance value for all reflection probes. range = [0.0, 10.0] Caveat: This parameter will be supported in the upcoming GLTF Materials project. Currently it will only work in supported testing areas with a supported test viewer.
WATER_BLUR_MULTIPLIER100float multiplier Multiplier applied to blur the scene when under water.
WATER_FOG101vector LSL Function/color: {{LSL_Function/color|color}}, float density, float modulation Fog parameters applied when underwater
  • color: The color of the underwater fog
  • density: Density exponent applied to the fog
  • modulation:
WATER_FRESNEL102float offset, float scale Fresnel scattering applied to the surface of the water.
  • offset
  • scale
WATER_TEXTURE_DEFAULTS103integer normal_is_default, integer transparent_is_default Checks if the textures are currently set to use the default. For default values the returned integer is 1, if the texture uses something other than the default this value is 0.
WATER_NORMAL_SCALE104vector scaleScaling applied to the water normal map.
WATER_REFRACTION105float scale_above, float scale_below Refraction factors when looking through the surface of the water.
  • scale_above
  • scale_below
WATER_WAVE_DIRECTION106vector large_wave, vector small_wave Vector for the directions of the waves Y represents north/south and X represents movement east/west.
  • large_wave: Large wave speed and direction.
  • small_wave: Small wave speed and direction.
ENVIRONMENT_DAYINFO200integer day_length, integer day_offset, float secs_since_midnightCurrent time and day information
  • day_length: Number of seconds in the environments day cycle.
  • day_offset: Number of seconds day cycle is offset from GMT.
  • secs_since_midnight: Number of seconds elapsed since the last day cycle midnight.
Original wiki source

Some wiki templates and tables need their original context. View this article on the Second Life Wiki. Technical wording and examples are retained from the source; historical guidance may differ from current behavior.