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authorRunitaiLinden <davep@lindenlab.com>2023-01-27 17:24:22 -0600
committerGitHub <noreply@github.com>2023-01-27 17:24:22 -0600
commit3ef31cb9b28f7b026e109eab69d383dddc922850 (patch)
treeeb4034470bbc59bba139a66b053583bb05e3d7c1 /indra/newview/app_settings/shaders/class3/environment
parent503e18fc646c6d88cd8006ad2210a8afd0bced83 (diff)
SL-19203 et al -- Integrate SSR with reflection probes, tweak probe blending. (#63)
* SL-19203 WIP -- Integrate SSR with reflection probes. Decruft LLRenderTarget. * SL-19203 WIP -- Re-integrate SSR. Incidental decruft. * SL-19203 WIP -- SSR frame delta correction (still broken for Z) * SL-19203 WIP -- SSR frame delta Z fix * SL-19203 WIP -- Make SSR toggleable again and disable SSR in cube snapshots. * SL-19203 WIP -- Soften sphere probe transitions and fix reflections on void water (make fallback probe a simple terrain+water+sky probe). Remove parallax correction for automatic probes to reduce artifacts. * SL-19203 Tune probe blending. * SL-19203 Cleanup.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/environment')
-rw-r--r--indra/newview/app_settings/shaders/class3/environment/waterF.glsl10
1 files changed, 5 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
index 85c3f42801..b792feee2a 100644
--- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
+++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl
@@ -95,9 +95,6 @@ vec3 BlendNormal(vec3 bump1, vec3 bump2)
vec3 srgb_to_linear(vec3 col);
-void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout vec3 legacyenv,
- vec3 pos, vec3 norm, float glossiness, float envIntensity);
-
vec3 vN, vT, vB;
vec3 transform_normal(vec3 vNt)
@@ -106,7 +103,10 @@ vec3 transform_normal(vec3 vNt)
}
void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
- vec3 pos, vec3 norm, float glossiness, bool errorCorrect);
+ vec2 tc, vec3 pos, vec3 norm, float glossiness);
+
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+ vec2 tc, vec3 pos, vec3 norm, float glossiness, bool errorCorrect);
vec3 getPositionWithNDC(vec3 ndc);
@@ -225,7 +225,7 @@ void main()
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
- sampleReflectionProbes(irradiance, radiance, pos, refnorm, gloss, true);
+ sampleReflectionProbes(irradiance, radiance, distort, pos, refnorm, gloss, true);
radiance *= 0.5;
irradiance = fb.rgb;