diff options
| author | Erik Kundiman <erik@megapahit.org> | 2024-11-26 12:05:25 +0800 | 
|---|---|---|
| committer | Erik Kundiman <erik@megapahit.org> | 2024-11-26 12:05:25 +0800 | 
| commit | a40795bd6ffcfff71bead4869d79cf5a73d5a7af (patch) | |
| tree | 6c4c1fbb421f737c0b62fcda51ca7ca0ce8294f4 /indra/newview/app_settings/shaders/class3/environment | |
| parent | 30842e230e2b3d365e8415f0350f8d10ce8b0637 (diff) | |
| parent | d65fb7cec8ce36ce7f6ff082f8d04bdd8bc0208c (diff) | |
Merge remote-tracking branch 'secondlife/release/2024.09-ExtraFPS' into 2024.09-ExtraFPS
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/environment')
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 36 | 
1 files changed, 24 insertions, 12 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 03da5b020f..84c287fc50 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -42,20 +42,25 @@ vec2 BRDF(float NoV, float roughness);  void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); -vec3 pbrIbl(vec3 diffuseColor, +void pbrIbl(vec3 diffuseColor,      vec3 specularColor,      vec3 radiance, // radiance map sample      vec3 irradiance, // irradiance map sample      float ao,       // ambient occlusion factor      float nv,       // normal dot view vector -    float perceptualRoughness); - -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,      float perceptualRoughness, -    float metallic, -    vec3 n, // normal -    vec3 v, // surface point to camera -    vec3 l); //surface point to light +    out vec3 diffuse, +    out vec3 specular); + +void pbrPunctual(vec3 diffuseColor, vec3 specularColor, +                    float perceptualRoughness, +                    float metallic, +                    vec3 n, // normal +                    vec3 v, // surface point to camera +                    vec3 l, // surface point to light +                    out float nl, +                    out vec3 diff, +                    out vec3 spec);  vec3 pbrBaseLight(vec3 diffuseColor,                    vec3 specularColor, @@ -257,13 +262,20 @@ void main()      float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); -    vec3 punctual = pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir)); +    float nl = 0; +    vec3 diffPunc = vec3(0); +    vec3 specPunc = vec3(0); -    vec3 color = punctual * sunlit_linear * 2.75 * shadow; +    pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc); -    vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0); +    vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)); + +    vec3 color = punctual * sunlit_linear * 2.75 * shadow; +    vec3 iblDiff; +    vec3 iblSpec; +    pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0, iblDiff, iblSpec); -    color += ibl; +    color += iblDiff + iblSpec;      float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);      vec2 brdf = BRDF(clamp(nv, 0.0, 1.0), 1.0); | 
