diff options
| author | Dave Parks <davep@lindenlab.com> | 2023-02-06 10:28:26 -0600 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2023-02-06 10:28:26 -0600 | 
| commit | c8fb3ad4de0575a0538b9532e819319f655613d1 (patch) | |
| tree | 212fe0ce88b974efb9893f9261f97f5f2747b4d4 /indra/newview/app_settings/shaders | |
| parent | 9b9f8116c5e10de4ee7187a5ee08fd057192c602 (diff) | |
SL-19148 Decruft followthrough -- fix for crash when running from installer.  Feed fresnel component into PBR alpha.  Remove obsolete "shader_hierarchy.txt", remove redundant LL_PROFILE_ZONE_SCOPED, remove unused shader feature flag.
Diffstat (limited to 'indra/newview/app_settings/shaders')
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | 14 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/shader_hierarchy.txt | 15 | 
2 files changed, 13 insertions, 16 deletions
| diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index ccf20942e3..35e22ef3a2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -113,6 +113,8 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,                      vec3 v, // surface point to camera                      vec3 l); //surface point to light +vec2 BRDF(float NoV, float roughness); +  vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,                       float perceptualRoughness,                       float metallic, @@ -217,8 +219,12 @@ void main()      calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor);      vec3 v = -normalize(pos.xyz); +      color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten); +    float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); +    vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRoughness); +      vec3 light = vec3(0);      // Punctual lights @@ -235,5 +241,11 @@ void main()      color.rgb += light.rgb; -    frag_color = vec4(color.rgb,basecolor.a * vertex_color.a); +    float a = basecolor.a*vertex_color.a; +    vec3 spec = radiance; // *specularColor; +    float lum = max(max(spec.r, spec.g), spec.b); +     +    float f = brdf.y; +    a += f; +    frag_color = vec4(color.rgb,a);  } diff --git a/indra/newview/app_settings/shaders/shader_hierarchy.txt b/indra/newview/app_settings/shaders/shader_hierarchy.txt deleted file mode 100644 index 81e1327178..0000000000 --- a/indra/newview/app_settings/shaders/shader_hierarchy.txt +++ /dev/null @@ -1,15 +0,0 @@ -Second Life shader variants are referred to as "classes."   - -When a shader of a particular class is loaded, a lower class may  -be loaded if the class requested doesn't exist or fails to load  -for any reason.  In general, shaders that require more resources -or later hardware capabilities should be higher class and  -lower classes can be used for fallback implementations or lower -detail settings. - -Which class is chosen will generally depend on graphics preferences.  - -Previously, someone tried to enumerate the shaders here, but don't do  -that.  It messes with searches and the shader hierarchy changes often. - - | 
