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author | Brad Linden <46733234+brad-linden@users.noreply.github.com> | 2023-09-20 14:45:03 -0700 |
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committer | GitHub <noreply@github.com> | 2023-09-20 14:45:03 -0700 |
commit | e02dc20b9db4c6ec192b2c68c4c732a26296fc20 (patch) | |
tree | be25a3dff6011a3a8d07b7b29b53eb3aad17f253 /indra/newview/app_settings/shaders/class3/deferred/materialF.glsl | |
parent | 5b2de090c1ac44c415e8573e0d6b1136cd689f35 (diff) | |
parent | bb7f023aaaaa2aaa747a131486390f739cc32ed3 (diff) |
Merge pull request #379 from secondlife/davep/SL-19842
New GLTF protocol and lighting changes
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/materialF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/materialF.glsl | 7 |
1 files changed, 3 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 82e2de0c0f..319f2f25b7 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -60,7 +60,7 @@ float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen); #endif void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv, - vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent); + vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear); 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); @@ -339,10 +339,9 @@ void main() vec3 ambenv; vec3 glossenv; vec3 legacyenv; - sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env, true); + sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env, true, amblit_linear); - // use sky settings ambient or irradiance map sample, whichever is brighter - color = max(amblit_linear, ambenv); + color = ambenv; float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0); vec3 sun_contrib = min(da, shadow) * sunlit_linear; |