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authorJonathan "Geenz" Goodman <geenz@lindenlab.com>2024-11-25 20:56:03 -0500
committerGitHub <noreply@github.com>2024-11-25 20:56:03 -0500
commitd65fb7cec8ce36ce7f6ff082f8d04bdd8bc0208c (patch)
tree0005e8ec095fb31dcd4f8b079af585e3333c365f /indra/newview/app_settings/shaders/class2
parent7ef6e8fce763eb529ed160ea4ff11e6125e32ed5 (diff)
Drop emissive on old Intel GPUs (#3110)
* #3103 Add the ability to disable the emissive buffer for older GPUs with low memory bandwidth. * #3135 Add a "vintage" mode for slower GPUs * #2719 Fix for skies being overbrightened * #2632 Do not apply tonemapping on legacy skies
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl9
2 files changed, 5 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index f4a8051427..95110005dc 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -111,13 +111,6 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 additive,
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
-
vec3 pbrCalcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
float metallic,
diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
index d178bf22b6..c43582e185 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
@@ -32,11 +32,12 @@ uniform samplerCube environmentMap;
uniform mat3 env_mat;
vec3 srgb_to_linear(vec3 c);
+vec3 linear_to_srgb(vec3 c);
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear)
{
- ambenv = vec3(reflection_probe_ambiance * 0.25);
+ ambenv = mix(ambenv, vec3(reflection_probe_ambiance * 0.25), reflection_probe_ambiance);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
vec3 env_vec = env_mat * refnormpersp;
@@ -58,12 +59,12 @@ vec4 sampleReflectionProbesDebug(vec3 pos)
void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear)
{
- ambenv = vec3(reflection_probe_ambiance * 0.25);
+ ambenv = mix(ambenv, vec3(reflection_probe_ambiance * 0.25), reflection_probe_ambiance);
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
vec3 env_vec = env_mat * refnormpersp;
- legacyenv = srgb_to_linear(texture(environmentMap, env_vec).rgb);
+ legacyenv = texture(environmentMap, env_vec).rgb;
glossenv = legacyenv;
}
@@ -75,6 +76,6 @@ void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 no
void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity)
{
- color = mix(color.rgb, legacyenv*1.5, envIntensity);
+ color = srgb_to_linear(mix(linear_to_srgb(color.rgb), legacyenv*2.0, envIntensity));
}