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| author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2026-08-11 21:39:19 -0400 |
|---|---|---|
| committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2026-08-11 21:39:19 -0400 |
| commit | 8cabc33e960ca93fdc1a32c77cf611269d95d51b (patch) | |
| tree | 931fcecac10bf73214efa07cc3d704ba2bd01272 /indra/newview/app_settings/shaders/class3 | |
| parent | 9b7ab49575b54523128952af6686d17eb6696725 (diff) | |
| parent | d045f9aa32789a35628aced166145c182751acbf (diff) | |
Merge remote-tracking branch 'origin/develop-linux' into geenz/linux-to-develop
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
4 files changed, 16 insertions, 18 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl index 03dc3d7113..32b788d433 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl @@ -78,9 +78,9 @@ void main() float env_intensity = vertex_color.a; - vec3 ambenv; - vec3 glossenv; - vec3 legacyenv; + vec3 ambenv = vec3(1.0); + vec3 glossenv = vec3(0.0); + vec3 legacyenv = vec3(0.0); vec3 norm = normalize(vary_texcoord1.xyz); vec4 spec = vec4(0,0,0,0); sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, vec2(0), pos.xyz, norm.xyz, spec.a, env_intensity, false, amblit); diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index 65616e7835..1738cbf9a2 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -337,8 +337,8 @@ void main() vec3 amblit_linear = amblit; vec3 ambenv = amblit; - vec3 glossenv; - vec3 legacyenv; + vec3 glossenv = vec3(0.0); + vec3 legacyenv = vec3(0.0); sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env, true, amblit_linear); color = ambenv; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 948387a6ed..b3b8d295b9 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -180,8 +180,8 @@ void main() adjustIrradiance(irradiance, ambocc); - vec3 diffuseColor; - vec3 specularColor; + vec3 diffuseColor = vec3(0.0); + vec3 specularColor = vec3(0.0); calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 349f3b9a67..d5e00f3a3f 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -122,9 +122,7 @@ vec3 atmosLighting(vec3 light); vec3 scaleSoftClip(vec3 light); vec3 toneMapNoExposure(vec3 color); -vec3 vN, vT, vB; - -vec3 transform_normal(vec3 vNt) +vec3 transform_normal(vec3 vN, vec3 vT, vec3 vB, vec3 vNt) { return normalize(vNt.x * vT + vNt.y * vB + vNt.z * vN); } @@ -184,9 +182,9 @@ void main() { mirrorClip(vary_position); - vN = vary_normal; - vT = vary_tangent; - vB = cross(vN, vT); + vec3 vN = vary_normal; + vec3 vT = vary_tangent; + vec3 vB = cross(vN, vT); vec3 pos = vary_position.xyz; float linear_depth = 1 / -pos.z; @@ -222,14 +220,14 @@ void main() vec3 waver = wavef*3; - vec3 up = transform_normal(vec3(0,0,1)); + vec3 up = transform_normal(vN, vT, vB, vec3(0,0,1)); float vdu = -dot(viewVec, up)*2; vec3 wave_ibl = wavef * normScale; wave_ibl.z *= 2.0; - wave_ibl = transform_normal(normalize(wave_ibl)); + wave_ibl = transform_normal(vN, vT, vB, normalize(wave_ibl)); - vec3 norm = transform_normal(normalize(wavef)); + vec3 norm = transform_normal(vN, vT, vB, normalize(wavef)); vdu = clamp(vdu, 0, 1); //wavef.z *= max(vdu*vdu*vdu, 0.1); @@ -237,7 +235,7 @@ void main() wavef = normalize(wavef); //wavef = vec3(0, 0, 1); - wavef = transform_normal(wavef); + wavef = transform_normal(vN, vT, vB, wavef); float dist2 = dist; dist = max(dist, 5.0); @@ -312,7 +310,7 @@ void main() vec3 colorEmissive = vec3(0); float ao = 1.0; - vec3 light_dir = transform_normal(lightDir); + vec3 light_dir = transform_normal(vN, vT, vB, lightDir); float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); |
