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authorDave Parks <davep@lindenlab.com>2023-01-31 15:01:05 -0600
committerDave Parks <davep@lindenlab.com>2023-01-31 15:01:05 -0600
commitc9d56e212aa0117661f9c76545ca84b39412bae7 (patch)
treee57993f680b6260631784c2177b7c0d51ad2b17a /indra/newview/app_settings/shaders/class2
parentc154f4f6da10df693cbe15e0fe291d5b3c423d32 (diff)
SL-19015 Balance sun/sky ambiance with punctual light ambiance. Prevent irradiance maps from being brighter than the environment.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl29
1 files changed, 8 insertions, 21 deletions
diff --git a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
index a4aec48c59..c7da23fb00 100644
--- a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
@@ -26,20 +26,15 @@
/*[EXTRA_CODE_HERE]*/
-
-#ifdef DEFINE_GL_FRAGCOLOR
out vec4 frag_color;
-#else
-#define frag_color gl_FragColor
-#endif
uniform samplerCubeArray reflectionProbes;
uniform int sourceIdx;
uniform float max_probe_lod;
+uniform float ambiance_scale;
-VARYING vec3 vary_dir;
-
+in vec3 vary_dir;
// Code below is derived from the Khronos GLTF Sample viewer:
// https://github.com/KhronosGroup/glTF-Sample-Viewer/blob/master/source/shaders/ibl_filtering.frag
@@ -48,7 +43,7 @@ VARYING vec3 vary_dir;
#define MATH_PI 3.1415926535897932384626433832795
float u_roughness = 1.0;
-int u_sampleCount = 64;
+int u_sampleCount = 32;
float u_lodBias = 2.0;
int u_width = 64;
@@ -183,8 +178,7 @@ vec4 filterColor(vec3 N)
{
//return textureLod(uCubeMap, N, 3.0).rgb;
vec4 color = vec4(0.f);
- float weight = 0.0f;
-
+
for(int i = 0; i < u_sampleCount; ++i)
{
vec4 importanceSample = getImportanceSample(i, N, 1.0);
@@ -198,24 +192,17 @@ vec4 filterColor(vec3 N)
// apply the bias to the lod
lod += u_lodBias;
- lod = clamp(lod, 0, max_probe_lod);
+ lod = clamp(lod, 0, 7);
// sample lambertian at a lower resolution to avoid fireflies
vec4 lambertian = textureLod(reflectionProbes, vec4(H, sourceIdx), lod);
color += lambertian;
}
- if(weight != 0.0f)
- {
- color /= weight;
- }
- else
- {
- color /= float(u_sampleCount);
- }
+ color /= float(u_sampleCount);
+
+ color.rgb *= ambiance_scale;
- color = min(color*1.9, vec4(1));
- color = pow(color, vec4(0.5));
return color;
}