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authorPtolemy <ptolemy@lindenlab.com>2022-08-26 17:47:47 -0700
committerPtolemy <ptolemy@lindenlab.com>2022-08-26 17:47:47 -0700
commitd6e8a6c98aa426e8f1ee92cd7bc65703cf0a22aa (patch)
tree8019cd1d16a66252928a12bf28a335d02a6ac5da
parentdd3c13a198fcc61f9056d42d136265fc38c45aba (diff)
SL-17703: PBR: revert dc8773ff, tweak sunlight albedo to be darker
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index e5e0a37d4f..998ebf8836 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -295,7 +295,7 @@ void main()
float bv = clamp(dot(b,v),0,1);
// Reference: getMetallicRoughnessInfo
- vec3 base = diffuse.rgb;
+ vec3 base = linear_to_srgb(diffuse.rgb);
float perceptualRough = max(packedORM.g, 0.1);
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;
@@ -365,8 +365,8 @@ void main()
#endif
// scol = sun shadow
vec3 intensity = ambocc * sunColor * nl * scol;
- vec3 sunDiffuse = intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
- vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
+ vec3 sunDiffuse = base * intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
+ vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
bloom = dot(sunSpec, sunSpec) / (scale * scale * scale);
#if DEBUG_PBR_SUN_SPEC_FRESNEL