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authorJonathan "Geenz" Goodman <geenz@geenzo.com>2024-01-24 15:50:13 -0800
committerJonathan "Geenz" Goodman <geenz@geenzo.com>2024-01-24 15:50:13 -0800
commit4d39d889976dcc3b7aa7098bc70ab7ebb881c0a8 (patch)
tree05883b6658205bd60b4c19b9af781eaed5a0da65 /indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
parent373b06398c274eee476e4aa9c35b9c6327f9d45f (diff)
https://github.com/secondlife/viewer/issues/671 Wire up the RenderMirrors debug setting.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl11
1 files changed, 6 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index f5541df227..79d9000482 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -34,11 +34,13 @@ uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal
uniform samplerCubeArray heroProbes;
+#if defined(HERO_PROBES)
layout (std140) uniform HeroProbeData
{
vec4 heroPosition[1];
int heroProbeCount;
};
+#endif
const float M_PI = 3.14159265;
@@ -196,15 +198,12 @@ void main()
vec3 v = -normalize(pos.xyz);
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
+ #ifdef HERO_PROBES
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_MIRROR))
color = textureLod(heroProbes, vec4(env_mat * refnormpersp, 0), (1.0 - gloss) * 11).xyz * specularColor;
-
- if (do_atmospherics)
- {
- color = atmosFragLightingLinear(color, additive, atten);
- }
+ #endif
}
else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{
@@ -263,7 +262,9 @@ void main()
// add radiance map
applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
+ #ifdef HERO_PROBES
color = textureLod(heroProbes, vec4(env_mat * refnormpersp, 0), (1.0 - spec.a) * 11).xyz * spec.rgb;
+ #endif
}