diff options
author | Dave Parks <davep@lindenlab.com> | 2023-02-21 22:13:08 -0600 |
---|---|---|
committer | Dave Parks <davep@lindenlab.com> | 2023-02-21 22:13:08 -0600 |
commit | 0336c1a06de89937d5c0f971e06270afc868ddfa (patch) | |
tree | 5c2675c162511589e95d28cf94ebf3124c3303e9 /indra/newview/app_settings/shaders | |
parent | 8f83724f7eb6f05150951fabac2a89f4b83abe39 (diff) |
DRTVWR-559 Fix SSR on transparent PBR surfaces.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl | 5 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | 8 |
2 files changed, 6 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl index da27be6e7f..b7715fbe6e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaV.glsl @@ -49,10 +49,9 @@ uniform mat3 texture_normal_matrix; uniform mat3 texture_metallic_roughness_matrix; uniform mat3 texture_emissive_matrix; -#ifdef HAS_SUN_SHADOW out vec3 vary_fragcoord; + uniform float near_clip; -#endif in vec3 position; in vec4 diffuse_color; @@ -86,9 +85,7 @@ void main() #endif gl_Position = vert; -#ifdef HAS_SUN_SHADOW vary_fragcoord.xyz = vert.xyz + vec3(0,0,near_clip); -#endif basecolor_texcoord = (texture_matrix0 * vec4(texture_basecolor_matrix * vec3(texcoord0,1), 1)).xy; normal_texcoord = (texture_matrix0 * vec4(texture_normal_matrix * vec3(texcoord0,1), 1)).xy; diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index 35ccc65a8e..a95feb8e2f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -46,8 +46,9 @@ uniform vec3 moon_dir; out vec4 frag_color; +in vec3 vary_fragcoord; + #ifdef HAS_SUN_SHADOW - in vec3 vary_fragcoord; uniform vec2 screen_res; #endif @@ -191,8 +192,9 @@ void main() vec3 atten; calcAtmosphericVarsLinear(pos.xyz, norm, light_dir, sunlit, amblit, additive, atten); -#ifdef HAS_SUN_SHADOW vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5; + +#ifdef HAS_SUN_SHADOW scol = sampleDirectionalShadow(pos.xyz, norm.xyz, frag); #endif @@ -211,7 +213,7 @@ void main() float gloss = 1.0 - perceptualRoughness; vec3 irradiance = vec3(0); vec3 radiance = vec3(0); - sampleReflectionProbes(irradiance, radiance, vec2(0), pos.xyz, norm.xyz, gloss); + sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss); // Take maximium of legacy ambient vs irradiance sample as irradiance // NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here irradiance = max(amblit,irradiance); |