diff options
author | RunitaiLinden <davep@lindenlab.com> | 2023-10-02 15:16:53 -0500 |
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committer | RunitaiLinden <davep@lindenlab.com> | 2023-10-02 15:16:53 -0500 |
commit | 41433fdb08b50e4721b2285a045cc8f14e82433c (patch) | |
tree | 23cc8a45952d84d82eb900568e26fa4782d0b541 /indra/newview/app_settings/shaders/class2/deferred | |
parent | 942df58666407b405ed4f82e05dea19dcc1a9f18 (diff) |
SL-20394 Remove "glare" effect from PBR alpha shaders.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | 23 |
1 files changed, 6 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index be66b6feb2..35d752be02 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -112,16 +112,14 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 colorEmissive, float ao, vec3 additive, - vec3 atten, - out vec3 specContrib); + vec3 atten); vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, float metallic, vec3 n, // normal vec3 v, // surface point to camera - vec3 l, //surface point to light - out vec3 specContrib); + vec3 l); //surface point to light vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, @@ -132,7 +130,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, vec3 lp, // light position vec3 ld, // light direction (for spotlights) vec3 lightColor, - float lightSize, float falloff, float is_pointlight, inout float glare, float ambiance) + float lightSize, float falloff, float is_pointlight, float ambiance) { vec3 color = vec3(0,0,0); @@ -154,10 +152,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials - vec3 speccol; - color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, speccol); - speccol *= intensity; - glare += max(max(speccol.r, speccol.g), speccol.b); + color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv); } return color; @@ -166,7 +161,6 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, void main() { vec3 color = vec3(0,0,0); - float glare = 0.0; vec3 light_dir = (sun_up_factor == 1) ? sun_dir : moon_dir; vec3 pos = vary_position; @@ -232,9 +226,7 @@ void main() vec3 v = -normalize(pos.xyz); - vec3 spec; - color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten, spec); - glare += max(max(spec.r, spec.g), spec.b); + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten); color.rgb = atmosFragLightingLinear(color.rgb, additive, atten); @@ -246,7 +238,7 @@ void main() vec3 light = vec3(0); // Punctual lights -#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w); +#define LIGHT_LOOP(i) light += calcPointLightOrSpotLight(diffuseColor, specularColor, perceptualRoughness, metallic, norm.xyz, pos.xyz, v, light_position[i].xyz, light_direction[i].xyz, light_diffuse[i].rgb, light_deferred_attenuation[i].x, light_deferred_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w); LIGHT_LOOP(1) LIGHT_LOOP(2) @@ -261,9 +253,6 @@ void main() float a = basecolor.a*vertex_color.a; - glare = min(glare, 1.0); - a = max(a, glare); - frag_color = max(vec4(color.rgb,a), vec4(0)); } |