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authorJonathan "Geenz" Goodman <geenz@geenzo.com>2024-01-24 16:02:31 -0800
committerJonathan "Geenz" Goodman <geenz@geenzo.com>2024-01-24 16:02:31 -0800
commit42b51bfd2cccba1dfdc820a4a033481fd42c1907 (patch)
treeaf42437eba5d368286d48bcac7476d39f9ddb14c /indra/newview/app_settings/shaders
parent4d39d889976dcc3b7aa7098bc70ab7ebb881c0a8 (diff)
https://github.com/secondlife/viewer-issues/issues/23 Fix for merge up to the featurettes branch, and reflection probes being "hazy"
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl15
1 files changed, 5 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 79d9000482..f1de0b88d6 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -114,8 +114,8 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 additive,
vec3 atten);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
@@ -176,9 +176,9 @@ void main()
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
- if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR) || GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_MIRROR))
+ if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 orm = texture(specularRect, tc).rgb;
+ vec3 orm = texture(specularRect, tc).rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
float ao = orm.r;
@@ -275,12 +275,7 @@ void main()
applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
}
}
-
- #ifdef WATER_FOG
- vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom));
- color = fogged.rgb;
- #endif
-
+
frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
frag_color.a = 0.0;
}