diff options
author | Erik Kundiman <erik@megapahit.org> | 2023-09-23 09:11:04 +0800 |
---|---|---|
committer | Erik Kundiman <erik@megapahit.org> | 2023-09-23 09:11:04 +0800 |
commit | 5dfad9ddbb5c7dce635ba01f3fe480bd42896532 (patch) | |
tree | 47c6959f1671a7d048e1178303306608366b0285 /indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | |
parent | 389f9dfd4225be7489d5a6bf4507923198df51ff (diff) | |
parent | 3da26ee8df6cc7e57ba3acbb91437ec97e151002 (diff) |
Merge remote-tracking branch 'secondlife/DRTVWR-559' into DRTVWR-559
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | 9 |
1 files changed, 3 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index e8db856b1f..be66b6feb2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -92,7 +92,7 @@ void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float float calcLegacyDistanceAttenuation(float distance, float falloff); float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, - vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent); + vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); void waterClip(vec3 pos); @@ -224,11 +224,8 @@ void main() float gloss = 1.0 - perceptualRoughness; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); - sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true); - // Take maximium of legacy ambient vs irradiance sample as irradiance - // NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here - irradiance = max(amblit,irradiance); - + sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit); + vec3 diffuseColor; vec3 specularColor; calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor); |