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| author | Jonathan "Geenz" Goodman <geenz@lindenlab.com> | 2024-02-01 13:03:49 -0800 | 
|---|---|---|
| committer | GitHub <noreply@github.com> | 2024-02-01 13:03:49 -0800 | 
| commit | 8cf4a7182af7db021a636b68af0f5fec1a032e41 (patch) | |
| tree | 0b9f24309ec8c2d67681f0070d515aa658b7bc58 /indra/newview/app_settings | |
| parent | b1410c8b679c14432038a62bff2de772f490bc4a (diff) | |
| parent | aab98046b9971717ecdc739b2230377278c83da3 (diff) | |
Merge pull request #721 from secondlife/geenz/mirror-depixelation
Fix for #684 - make mirrors not pixellated
Diffstat (limited to 'indra/newview/app_settings')
4 files changed, 8 insertions, 14 deletions
| diff --git a/indra/newview/app_settings/settings.xml b/indra/newview/app_settings/settings.xml index 242e274daf..f2ba4ba29e 100644 --- a/indra/newview/app_settings/settings.xml +++ b/indra/newview/app_settings/settings.xml @@ -10421,7 +10421,7 @@          <key>Type</key>          <string>S32</string>          <key>Value</key> -        <integer>1024</integer> +        <integer>2048</integer>      </map>  	<key>RenderHeroProbeDistance</key>  	<map> @@ -10432,18 +10432,7 @@  		<key>Type</key>  		<string>F32</string>  		<key>Value</key> -		<real>16</real> -	</map> -	<key>RenderHeroProbeNearClipOffset</key> -	<map> -		<key>Comment</key> -		<string>Distance offset in meters for hero probes to near clip.</string> -		<key>Persist</key> -		<integer>1</integer> -		<key>Type</key> -		<string>F32</string> -		<key>Value</key> -		<real>2.1</real> +		<real>8</real>  	</map>      <key>RenderReflectionProbeVolumes</key>      <map> diff --git a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl index f6d509e2c6..2dba7cb9d9 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/terrainF.glsl @@ -39,9 +39,11 @@ in vec4 vary_texcoord0;  in vec4 vary_texcoord1;  vec2 encode_normal(vec3 n); +void mirrorClip(vec3 position);  void main()  { +    mirrorClip(pos);      /// Note: This should duplicate the blending functionality currently used for the terrain rendering.      vec4 color0 = texture(detail_0, vary_texcoord0.xy); diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl index cb6f34713c..c1ed1bfe6e 100644 --- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl @@ -130,7 +130,7 @@ vec4 prefilterEnvMap(vec3 R)  	float totalWeight = 0.0;  	float envMapDim = float(textureSize(reflectionProbes, 0).s);      float roughness = mipLevel/max_probe_lod; -    int numSamples = max(int(32*roughness), 1); +    int numSamples = max(int(PROBE_FILTER_SAMPLES*roughness), 1);      float numMips = max_probe_lod+1; diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index b364e454e8..b2a81aa025 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -35,6 +35,8 @@ vec3 scaleSoftClipFragLinear(vec3 l);  void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);  vec4 applyWaterFogViewLinear(vec3 pos, vec4 color); +void mirrorClip(vec3 pos); +  // PBR interface  vec2 BRDF(float NoV, float roughness); @@ -129,6 +131,7 @@ vec3 getPositionWithNDC(vec3 ndc);  void main()   { +    mirrorClip(vary_position);      vN = vary_normal;      vT = vary_tangent;      vB = cross(vN, vT); | 
