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author | Ptolemy <ptolemy@lindenlab.com> | 2022-08-11 15:26:51 -0700 |
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committer | Ptolemy <ptolemy@lindenlab.com> | 2022-08-11 15:26:51 -0700 |
commit | 8abc2ad094c150479530d2c8d99ceb7c484497d7 (patch) | |
tree | fce0bb7d806328caae3427d72f1c54549a25e361 | |
parent | 3bb347967b12ede1f4d7348b607497e8a942a3dd (diff) |
SL-17929: PBR: Add sun/moon reflection in surface
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 10 |
1 files changed, 10 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index c2a3e472d0..e3608a1136 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -319,6 +319,16 @@ void main() #endif colorDiffuse *= packedORM.r; // Occlusion -- NOTE: pbropaque will need occlusion_strength pre-multiplied into spec.r + // Add in sun/moon reflection + if (metal > 0.0) + { + vec3 r = reflect(pos.xyz, norm.xyz); + float sa = dot(normalize(r), light_dir.xyz); + float sun = texture2D(lightFunc, vec2(sa, metal)).r; + vec3 sunSpec = sunlit * scol * sun; + colorSpec += sunSpec; + bloom = dot(sunSpec, sunSpec) / 6; + } color.rgb = colorDiffuse + colorEmissive + colorSpec; vec3 sun_contrib = min(da, scol) * sunlit; |