diff options
author | Ptolemy <ptolemy@lindenlab.com> | 2022-08-26 15:51:39 -0700 |
---|---|---|
committer | Ptolemy <ptolemy@lindenlab.com> | 2022-08-26 15:51:39 -0700 |
commit | dd3c13a198fcc61f9056d42d136265fc38c45aba (patch) | |
tree | b27ccf5206fa9bac13895657cc35612d2a182a72 | |
parent | 08c23419befc99f4b2de16cce9f296234e8b8f5a (diff) |
SL-17766: PBR: Remove redundant misc. dot() calculations
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 23 |
1 files changed, 11 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 02e7c55718..e5e0a37d4f 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -287,9 +287,12 @@ void main() vec3 b = cross( n,t); vec3 reflectVN = normalize(reflect(-v,n)); - float dotNV = clamp(dot(n,v),0,1); - float dotTV = clamp(dot(t,v),0,1); - float dotBV = clamp(dot(b,v),0,1); + vec3 h, l; + float nh, nl, nv, vh, lightDist; + calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist); + + float tv = clamp(dot(t,v),0,1); + float bv = clamp(dot(b,v),0,1); // Reference: getMetallicRoughnessInfo vec3 base = diffuse.rgb; @@ -302,10 +305,10 @@ void main() #endif // Common to RadianceGGX and RadianceLambertian - vec2 brdfPoint = clamp(vec2(dotNV, perceptualRough), vec2(0,0), vec2(1,1)); + vec2 brdfPoint = clamp(vec2(nv, perceptualRough), vec2(0,0), vec2(1,1)); vec2 vScaleBias = getGGX( brdfPoint); // Environment BRDF: scale and bias applied to reflect0 vec3 fresnelR = max(vec3(1.0 - perceptualRough), reflect0) - reflect0; // roughness dependent fresnel - vec3 kSpec = reflect0 + fresnelR*pow(1.0 - dotNV, 5.0); + vec3 kSpec = reflect0 + fresnelR*pow(1.0 - nv, 5.0); // Reference: getIBLRadianceGGX // https://forum.substance3d.com/index.php?topic=3243.0 @@ -353,10 +356,6 @@ void main() colorSpec *= ao; // Add in sun/moon reflection - vec3 h, l; - float nh, nl, nv, vh, lightDist; - calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist); - if (nl > 0.0 || nv > 0.0) { float scale = 4.9; @@ -518,13 +517,13 @@ void main() color.rgb = b; #endif #if DEBUG_PBR_DOT_NV - color.rgb = vec3(dotNV); + color.rgb = vec3(nv); #endif #if DEBUG_PBR_DOT_TV - color.rgb = vec3(dotTV); + color.rgb = vec3(tv); #endif #if DEBUG_PBR_DOT_BV - color.rgb = vec3(dotBV); + color.rgb = vec3(bv); #endif #if DEBUG_PBR_AVG |