diff options
author | RunitaiLinden <davep@lindenlab.com> | 2023-01-27 17:24:22 -0600 |
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committer | GitHub <noreply@github.com> | 2023-01-27 17:24:22 -0600 |
commit | 3ef31cb9b28f7b026e109eab69d383dddc922850 (patch) | |
tree | eb4034470bbc59bba139a66b053583bb05e3d7c1 /indra/newview/app_settings/shaders/class3/deferred/materialF.glsl | |
parent | 503e18fc646c6d88cd8006ad2210a8afd0bced83 (diff) |
SL-19203 et al -- Integrate SSR with reflection probes, tweak probe blending. (#63)
* SL-19203 WIP -- Integrate SSR with reflection probes. Decruft LLRenderTarget.
* SL-19203 WIP -- Re-integrate SSR. Incidental decruft.
* SL-19203 WIP -- SSR frame delta correction (still broken for Z)
* SL-19203 WIP -- SSR frame delta Z fix
* SL-19203 WIP -- Make SSR toggleable again and disable SSR in cube snapshots.
* SL-19203 WIP -- Soften sphere probe transitions and fix reflections on void water (make fallback probe a simple terrain+water+sky probe). Remove parallax correction for automatic probes to reduce artifacts.
* SL-19203 Tune probe blending.
* SL-19203 Cleanup.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/materialF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/materialF.glsl | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 8016022d78..8d2a65d4a9 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -61,8 +61,8 @@ out vec4 frag_color; float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif -void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, - vec3 pos, vec3 norm, float glossiness, float envIntensity); +void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, + vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity); void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm); void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity); @@ -310,7 +310,7 @@ void main() vec3 ambenv; vec3 glossenv; vec3 legacyenv; - sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, final_specular.a, env_intensity); + sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos_screen, pos.xyz, norm.xyz, final_specular.a, env_intensity); // use sky settings ambient or irradiance map sample, whichever is brighter color = max(amblit, ambenv); |