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authormobserveur <mobserveur@gmail.co[alias]>2025-03-30 16:14:52 +0200
committermobserveur <mobserveur@gmail.co[alias]>2025-03-30 16:14:52 +0200
commitd9153e3456e618def6b74729ce9a7ace093bb14a (patch)
tree5358010207f61c15eab59b8644c2a6da27608315 /indra/newview/app_settings/shaders/class1/deferred
parent884cf68fee88c2ea58703e261bc303f5613a6c5b (diff)
Shadow options in the graphics advanced panel
New optimisation and resolution shadow options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl22
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl8
2 files changed, 7 insertions, 23 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index a4f144faba..63ab0b9b38 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -438,9 +438,10 @@ float geometricOcclusion(PBRInfo pbrInputs)
float NdotL = pbrInputs.NdotL;
float NdotV = pbrInputs.NdotV;
float r = pbrInputs.alphaRoughness;
+ float r2 = r * r;
- float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r * r + (1.0 - r * r) * (NdotL * NdotL)));
- float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r * r + (1.0 - r * r) * (NdotV * NdotV)));
+ float attenuationL = 2.0 * NdotL / (NdotL + sqrt(r2 + (1.0 - r2) * (NdotL * NdotL)));
+ float attenuationV = 2.0 * NdotV / (NdotV + sqrt(r2 + (1.0 - r2) * (NdotV * NdotV)));
return attenuationL * attenuationV;
}
@@ -625,24 +626,11 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v,
uniform vec4 waterPlane;
uniform float waterSign;
-// discard if given position in eye space is on the wrong side of the waterPlane according to waterSign
void waterClip(vec3 pos)
{
- // TODO: make this less branchy
- if (waterSign > 0.0)
+ if (((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) * waterSign) < 0.0)
{
- if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) < 0.0)
- {
- discard;
- }
- }
- else
- {
- if ((dot(pos.xyz, waterPlane.xyz) + waterPlane.w) > 0.0)
- {
- discard;
- }
+ discard;
}
-
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
index 4acab159cb..4331418b33 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/luminanceF.glsl
@@ -37,14 +37,10 @@ uniform sampler2D emissiveRect;
uniform sampler2D normalMap;
uniform float diffuse_luminance_scale;
-float lum(vec3 col)
-{
- vec3 l = vec3(0.2126, 0.7152, 0.0722);
- return dot(l, col);
-}
void main()
{
+ const vec3 l = vec3(0.2126, 0.7152, 0.0722);
vec2 tc = vary_fragcoord*0.6+0.2;
tc.y -= 0.1; // HACK - nudge exposure sample down a little bit to favor ground over sky
vec3 c = texture(diffuseRect, tc).rgb;
@@ -62,7 +58,7 @@ void main()
c += texture(emissiveRect, tc).rgb;
- float L = lum(c);
+ float L = dot(l, c);
frag_color = vec4(max(L, 0.0));
}