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authorDave Parks <davep@lindenlab.com>2022-10-06 18:40:01 -0500
committerDave Parks <davep@lindenlab.com>2022-10-06 18:40:01 -0500
commit9448db5d4af7bba094e5bc51f85e5c2491d3f5a1 (patch)
tree98e3c28316a892512ecf26661a564c8a81832a39 /indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl
parent2b28fecf4893e103e99328e5b4a13c607498396d (diff)
SL-18190 Water shader WIP. Better parallax correction for sphere probes. Reduce probe memory footprint. Remove framebuffer copies and move to deprecate stencil buffer usage.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl12
1 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl
index 63e2fce40f..b633813819 100644
--- a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl
@@ -177,10 +177,10 @@ float computeLod(float pdf)
return lod;
}
-vec3 filterColor(vec3 N)
+vec4 filterColor(vec3 N)
{
//return textureLod(uCubeMap, N, 3.0).rgb;
- vec3 color = vec3(0.f);
+ vec4 color = vec4(0.f);
float weight = 0.0f;
for(int i = 0; i < u_sampleCount; ++i)
@@ -198,7 +198,7 @@ vec3 filterColor(vec3 N)
lod = clamp(lod, 0, 7);
// sample lambertian at a lower resolution to avoid fireflies
- vec3 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod).rgb;
+ vec4 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod);
color += lambertian;
}
@@ -212,16 +212,16 @@ vec3 filterColor(vec3 N)
color /= float(u_sampleCount);
}
- return color.rgb ;
+ return color;
}
// entry point
void main()
{
- vec3 color = vec3(0);
+ vec4 color = vec4(0);
color = filterColor(vary_dir);
- frag_color = vec4(color,1.0);
+ frag_color = color;
}