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authorPtolemy <ptolemy@lindenlab.com>2022-08-26 15:51:39 -0700
committerPtolemy <ptolemy@lindenlab.com>2022-08-26 15:51:39 -0700
commitdd3c13a198fcc61f9056d42d136265fc38c45aba (patch)
treeb27ccf5206fa9bac13895657cc35612d2a182a72 /indra/newview
parent08c23419befc99f4b2de16cce9f296234e8b8f5a (diff)
SL-17766: PBR: Remove redundant misc. dot() calculations
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl23
1 files changed, 11 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 02e7c55718..e5e0a37d4f 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -287,9 +287,12 @@ void main()
vec3 b = cross( n,t);
vec3 reflectVN = normalize(reflect(-v,n));
- float dotNV = clamp(dot(n,v),0,1);
- float dotTV = clamp(dot(t,v),0,1);
- float dotBV = clamp(dot(b,v),0,1);
+ vec3 h, l;
+ float nh, nl, nv, vh, lightDist;
+ calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist);
+
+ float tv = clamp(dot(t,v),0,1);
+ float bv = clamp(dot(b,v),0,1);
// Reference: getMetallicRoughnessInfo
vec3 base = diffuse.rgb;
@@ -302,10 +305,10 @@ void main()
#endif
// Common to RadianceGGX and RadianceLambertian
- vec2 brdfPoint = clamp(vec2(dotNV, perceptualRough), vec2(0,0), vec2(1,1));
+ vec2 brdfPoint = clamp(vec2(nv, perceptualRough), vec2(0,0), vec2(1,1));
vec2 vScaleBias = getGGX( brdfPoint); // Environment BRDF: scale and bias applied to reflect0
vec3 fresnelR = max(vec3(1.0 - perceptualRough), reflect0) - reflect0; // roughness dependent fresnel
- vec3 kSpec = reflect0 + fresnelR*pow(1.0 - dotNV, 5.0);
+ vec3 kSpec = reflect0 + fresnelR*pow(1.0 - nv, 5.0);
// Reference: getIBLRadianceGGX
// https://forum.substance3d.com/index.php?topic=3243.0
@@ -353,10 +356,6 @@ void main()
colorSpec *= ao;
// Add in sun/moon reflection
- vec3 h, l;
- float nh, nl, nv, vh, lightDist;
- calcHalfVectors(light_dir, n, v, h, l, nh, nl, nv, vh, lightDist);
-
if (nl > 0.0 || nv > 0.0)
{
float scale = 4.9;
@@ -518,13 +517,13 @@ void main()
color.rgb = b;
#endif
#if DEBUG_PBR_DOT_NV
- color.rgb = vec3(dotNV);
+ color.rgb = vec3(nv);
#endif
#if DEBUG_PBR_DOT_TV
- color.rgb = vec3(dotTV);
+ color.rgb = vec3(tv);
#endif
#if DEBUG_PBR_DOT_BV
- color.rgb = vec3(dotBV);
+ color.rgb = vec3(bv);
#endif
#if DEBUG_PBR_AVG