diff options
| author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-07-17 15:05:47 -0700 | 
|---|---|---|
| committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-07-17 15:05:47 -0700 | 
| commit | f7f9601567ce089f3335407f1d3c7d32dbb18c60 (patch) | |
| tree | 9805a5fae44ae463d25b2f42cd69bfa17acdb634 /indra/newview/app_settings/shaders/class3/deferred | |
| parent | 53b2efd13143f85c447320fa35d192df466b16ca (diff) | |
Got hero probes rendering from the camera.
DRTVWR-583
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 9 | 
1 files changed, 4 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 a63d445115..d8118fab82 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -117,8 +117,8 @@ vec3 pbrBaseLight(vec3 diffuseColor,                    vec3 additive,                    vec3 atten); -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,  -                    float perceptualRoughness,  +vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, +                    float perceptualRoughness,                      float metallic,                      vec3 n, // normal                      vec3 v, // surface point to camera @@ -193,7 +193,7 @@ void main()      if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))      { -        vec3 orm = texture(specularRect, tc).rgb;  +        vec3 orm = texture(specularRect, tc).rgb;          float perceptualRoughness = orm.g;          float metallic = orm.b;          float ao = orm.r; @@ -298,7 +298,6 @@ void main()          vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom));          color       = fogged.rgb;      #endif -    frag_color.rgb = textureLod(heroProbes, vec4(norm.xyz, 0), 0).rgb; -    //frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results +    frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results      frag_color.a = 0.0;  } | 
