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| author | RunitaiLinden <davep@lindenlab.com> | 2023-01-27 17:24:22 -0600 |
|---|---|---|
| committer | GitHub <noreply@github.com> | 2023-01-27 17:24:22 -0600 |
| commit | 3ef31cb9b28f7b026e109eab69d383dddc922850 (patch) | |
| tree | eb4034470bbc59bba139a66b053583bb05e3d7c1 /indra/newview/app_settings/shaders/class3/environment | |
| parent | 503e18fc646c6d88cd8006ad2210a8afd0bced83 (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.glsl | 10 |
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; |
