diff options
author | Dave Parks <davep@lindenlab.com> | 2022-09-30 10:57:01 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2022-09-30 10:57:01 -0500 |
commit | 7d426815019ac5394e5821f1c6ba374e12606aaa (patch) | |
tree | 748b74f24b343f19bb1c98503d57b3618799ec80 /indra/newview/app_settings/shaders/class3/deferred/materialF.glsl | |
parent | d001c52c346d957375afc36bd83550a5702d4727 (diff) |
SL-18239 Unify PBR and non-PBR treatment of ambient/SSAO/irradiance. Restore SSAO to release version.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/materialF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/materialF.glsl | 10 |
1 files changed, 2 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index c1f60da7ee..1150d40007 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -43,7 +43,7 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); vec3 atmosFragLightingLinear(vec3 l, vec3 additive, vec3 atten); vec3 scaleSoftClipFragLinear(vec3 l); -void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao); +void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive); vec3 fullbrightAtmosTransportFragLinear(vec3 light, vec3 additive, vec3 atten); vec3 srgb_to_linear(vec3 cs); @@ -301,7 +301,7 @@ void main() vec3 amblit; vec3 additive; vec3 atten; - calcAtmosphericVarsLinear(pos.xyz, light_dir, 1.0, sunlit, amblit, additive, atten, false); + calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten); vec3 ambenv; vec3 glossenv; @@ -311,12 +311,6 @@ void main() // use sky settings ambient or irradiance map sample, whichever is brighter color = max(amblit, ambenv); - float ambient = min(abs(dot(norm.xyz, light_dir.xyz)), 1.0); - ambient *= 0.5; - ambient *= ambient; - ambient = (1.0 - ambient); - color.rgb *= ambient; - float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); vec3 sun_contrib = min(da, shadow) * sunlit; color.rgb += sun_contrib; |