diff options
author | Jonathan "Geenz" Goodman <geenz@lindenlab.com> | 2024-11-26 19:01:24 -0500 |
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committer | GitHub <noreply@github.com> | 2024-11-26 19:01:24 -0500 |
commit | a90377df950f83347e988754d15400b47a739cce (patch) | |
tree | f1f1874ea3fc74413b7c234c726be40d0fcfe83f /indra/newview/app_settings/shaders/class2/deferred | |
parent | 38845a1e05a5932b9fb23ab249b7d272bd80643f (diff) |
#3157 Fix alpha not having ambient lighting on low. (#3162)
* #3157 Fix alpha not having ambient lighting on low.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl | 20 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | 4 |
2 files changed, 17 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 210ecce8db..89fe4b6007 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -36,6 +36,7 @@ out vec4 frag_color; uniform mat3 env_mat; uniform vec3 sun_dir; uniform vec3 moon_dir; +uniform int classic_mode; #ifdef USE_DIFFUSE_TEX uniform sampler2D diffuseMap; @@ -241,10 +242,10 @@ void main() calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); - vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 sunlit_linear = sunlit; vec3 amblit_linear = amblit; - vec3 irradiance; + vec3 irradiance = amblit; vec3 glossenv; vec3 legacyenv; sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true, amblit_linear); @@ -260,11 +261,20 @@ void main() color.a = final_alpha; - vec3 sun_contrib = min(final_da, shadow) * sunlit_linear; - color.rgb = irradiance; + if (classic_mode > 0) + { + final_da = pow(final_da,1.2); + vec3 sun_contrib = vec3(min(final_da, shadow)); - color.rgb += sun_contrib; + color.rgb = srgb_to_linear(color.rgb * 0.9 + linear_to_srgb(sun_contrib) * sunlit_linear * 0.7); + sunlit_linear = srgb_to_linear(sunlit_linear); + } + else + { + vec3 sun_contrib = min(final_da, shadow) * sunlit_linear; + color.rgb += sun_contrib; + } color.rgb *= diffuse_linear.rgb; diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 95110005dc..cec844559f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -161,7 +161,7 @@ void main() vec3 atten; calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); - vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 sunlit_linear = sunlit; vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; @@ -182,7 +182,7 @@ void main() // PBR IBL float gloss = 1.0 - perceptualRoughness; - vec3 irradiance = vec3(0); + vec3 irradiance = amblit; vec3 radiance = vec3(0); sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit); |