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author | Dave Parks <davep@lindenlab.com> | 2023-02-23 11:47:24 -0600 |
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committer | Dave Parks <davep@lindenlab.com> | 2023-02-23 11:47:24 -0600 |
commit | e5e94b5fa832c62dc0df239fdb4aefc23e559c0c (patch) | |
tree | 39e35cdc270c6a970c541a2e1714a3216aaf6d84 /indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl | |
parent | 93a82d4b7516f5970b7fc3d6415119c79d2ed7c5 (diff) |
DRTVWR-559 Fix for irradiance maps going black at 128x128 radiance map resolution. Improve radiance map anti-aliasing and default to 128x128 everywhere.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl | 3 |
1 files changed, 1 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl index c7da23fb00..baf68e11f4 100644 --- a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl @@ -176,7 +176,6 @@ float computeLod(float pdf) vec4 filterColor(vec3 N) { - //return textureLod(uCubeMap, N, 3.0).rgb; vec4 color = vec4(0.f); for(int i = 0; i < u_sampleCount; ++i) @@ -192,7 +191,7 @@ vec4 filterColor(vec3 N) // apply the bias to the lod lod += u_lodBias; - lod = clamp(lod, 0, 7); + lod = clamp(lod, 0, max_probe_lod); // sample lambertian at a lower resolution to avoid fireflies vec4 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod); |