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authorRunitaiLinden <davep@lindenlab.com>2023-10-02 15:16:53 -0500
committerRunitaiLinden <davep@lindenlab.com>2023-10-02 15:16:53 -0500
commit41433fdb08b50e4721b2285a045cc8f14e82433c (patch)
tree23cc8a45952d84d82eb900568e26fa4782d0b541 /indra/newview/app_settings/shaders/class2
parent942df58666407b405ed4f82e05dea19dcc1a9f18 (diff)
SL-20394 Remove "glare" effect from PBR alpha shaders.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl23
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));
}