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authorRye Mutt <rye@alchemyviewer.org>2022-09-01 17:30:48 -0400
committerRye Mutt <rye@alchemyviewer.org>2022-09-01 17:30:48 -0400
commitef98be881c3f13e7668f75cb0d302261053d9804 (patch)
tree2c3f43d746e852b4ee5064306252e427291edff9 /indra/newview/app_settings
parentd2d257cfa99b685160e16ed93c163018e9fe3c50 (diff)
Use an SRGB buffer for initial reflection map capture for proper linear sampling
Fix irradiance gen up vector to be properly normalized
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl4
2 files changed, 4 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl
index 4d91395a1b..4681fa1abd 100644
--- a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl
@@ -79,7 +79,7 @@ void main()
vec3 N = normalize(vary_dir);
vec3 up = vec3(0.0, 1.0, 0.0);
vec3 right = normalize(cross(up, N));
- up = cross(N, right);
+ up = normalize(cross(N, right));
const float TWO_PI = PI * 2.0;
const float HALF_PI = PI * 0.5;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 85bb9fbbd1..e6017534ca 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -335,7 +335,6 @@ void main()
#if PBR_USE_IRRADIANCE_HACK
irradiance = max(amblit,irradiance) * ambocc;
#endif
- specLight = srgb_to_linear(specLight);
#if DEBUG_PBR_SPECLIGHT051
specLight = vec3(0,0.5,1.0);
irradiance = specLight;
@@ -670,6 +669,9 @@ else
diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035
sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity);
+ ambenv.rgb = linear_to_srgb(ambenv.rgb);
+ glossenv.rgb = linear_to_srgb(glossenv.rgb);
+ legacyenv.rgb = linear_to_srgb(legacyenv.rgb);
amblit = max(ambenv, amblit);
color.rgb = amblit*ambocc;