diff options
author | RunitaiLinden <davep@lindenlab.com> | 2023-09-06 10:31:03 -0500 |
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committer | RunitaiLinden <davep@lindenlab.com> | 2023-09-06 10:31:03 -0500 |
commit | 43cd4e84bc01abcf2820b9557abe761fbf5e8432 (patch) | |
tree | 1306bd620a37f951611a8c36837788e267065ec8 /indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | |
parent | 75a0719ff59118c0a5c6713e952cab4d0640a7d5 (diff) |
SL-19842 WIP -- Change how probe ambiance mixes with sky ambient.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 16 |
1 files changed, 8 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 4ef003e0cb..8b0ea23897 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -69,9 +69,9 @@ vec3 scaleSoftClipFragLinear(vec3 l); // reflection probe interface void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, - vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent); + vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear); 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); float getDepth(vec2 pos_screen); @@ -117,10 +117,10 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, vec3 l); //surface point to light -void adjustIrradiance(inout vec3 irradiance, vec3 amblit_linear, float ambocc) +void adjustIrradiance(inout vec3 irradiance, float ambocc) { // use sky settings ambient or irradiance map sample, whichever is brighter - irradiance = max(amblit_linear, irradiance); + //irradiance = max(amblit_linear, irradiance); #if defined(HAS_SSAO) irradiance = mix(ssao_effect_mat * min(irradiance.rgb*ssao_irradiance_scale, vec3(ssao_irradiance_max)), irradiance.rgb, ambocc); @@ -194,9 +194,9 @@ void main() // PBR IBL float gloss = 1.0 - perceptualRoughness; - sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false); + sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss, false, amblit_linear); - adjustIrradiance(irradiance, amblit_linear, ambocc); + adjustIrradiance(irradiance, ambocc); vec3 diffuseColor; vec3 specularColor; @@ -232,9 +232,9 @@ void main() vec3 glossenv = vec3(0); vec3 legacyenv = vec3(0); - sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity, false); + sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity, false, amblit_linear); - adjustIrradiance(irradiance, amblit_linear, ambocc); + adjustIrradiance(irradiance, ambocc); // apply lambertian IBL only (see pbrIbl) color.rgb = irradiance; |