diff options
author | Ptolemy <ptolemy@lindenlab.com> | 2022-09-12 01:22:47 -0700 |
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committer | Ptolemy <ptolemy@lindenlab.com> | 2022-09-12 01:22:47 -0700 |
commit | 03df9545092cc3917e1c3f947ce2270d0ba31134 (patch) | |
tree | c0d8ec5bfab8c968aa025882d9b1ca92eac7a580 /indra | |
parent | b0a9044240df88df613dcf134bfb080912864e9f (diff) |
SL-17701: PBR: Tweak lighting in alpha blending
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 8 | ||||
-rw-r--r-- | indra/newview/lldrawpoolalpha.cpp | 8 | ||||
-rw-r--r-- | indra/newview/llviewershadermgr.cpp | 1 |
3 files changed, 13 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl index 1533d1dcb0..bde015d109 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl @@ -105,7 +105,7 @@ uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlpha // See: LLRender::syncLightState() uniform vec4 light_position[8]; uniform vec3 light_direction[8]; // spot direction -uniform vec4 light_attenuation[8]; // linear, quadratic, ?, ? +uniform vec4 light_attenuation[8]; // linear, quadratic, is omni, unused, See: LLPipeline::setupHWLights() and syncLightState() uniform vec3 light_diffuse[8]; vec2 encode_normal(vec3 n); @@ -128,8 +128,9 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv, inout vec3 l vec3 hue_to_rgb(float hue); // lp = light position -// la = light radius +// la = linear attenuation, light radius // fa = falloff +// See: LLRender::syncLightState() vec3 calcPointLightOrSpotLight(vec3 reflect0, vec3 c_diff, vec3 lightColor, vec3 diffuse, vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float fa, float is_pointlight, float ambiance) @@ -309,11 +310,10 @@ irradiance = vec3(amblit); #endif } vec3 col = colorDiffuse + colorEmissive + colorSpec; - vec3 light = vec3(0); // Punctual lights -#define LIGHT_LOOP(i) light += scol * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(light_diffuse[i].rgb), albedo.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); +#define LIGHT_LOOP(i) light += srgb_to_linear(vec3(scol)) * calcPointLightOrSpotLight( reflect0, c_diff, srgb_to_linear(2.2*light_diffuse[i].rgb), albedo.rgb, pos.xyz, n, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w ); LIGHT_LOOP(1) LIGHT_LOOP(2) diff --git a/indra/newview/lldrawpoolalpha.cpp b/indra/newview/lldrawpoolalpha.cpp index 3d456d069f..ee085a65c2 100644 --- a/indra/newview/lldrawpoolalpha.cpp +++ b/indra/newview/lldrawpoolalpha.cpp @@ -83,6 +83,11 @@ void LLDrawPoolAlpha::prerender() // TODO: is this even necessay? These are probably set to never discard LLViewerFetchedTexture::sFlatNormalImagep->addTextureStats(1024.f*1024.f); LLViewerFetchedTexture::sWhiteImagep->addTextureStats(1024.f * 1024.f); + + if (LLPipeline::sRenderPBR) + { + gPipeline.setupHWLights(NULL); + } } S32 LLDrawPoolAlpha::getNumPostDeferredPasses() @@ -657,6 +662,9 @@ void LLDrawPoolAlpha::renderAlpha(U32 mask, bool depth_only, bool rigged) target_shader->uniform1f(LLShaderMgr::ROUGHNESS_FACTOR, params.mGLTFMaterial->mRoughnessFactor); target_shader->uniform1f(LLShaderMgr::METALLIC_FACTOR, params.mGLTFMaterial->mMetallicFactor); target_shader->uniform3fv(LLShaderMgr::EMISSIVE_COLOR, 1, params.mGLTFMaterial->mEmissiveColor.mV); + + target_shader->mLightHash = 0; + gGL.syncLightState(); // Set light uniforms } else { diff --git a/indra/newview/llviewershadermgr.cpp b/indra/newview/llviewershadermgr.cpp index 142d929188..391cfab5c0 100644 --- a/indra/newview/llviewershadermgr.cpp +++ b/indra/newview/llviewershadermgr.cpp @@ -1688,6 +1688,7 @@ BOOL LLViewerShaderMgr::loadShadersDeferred() llassert(success); // Alpha Shader Hack + // See: LLRender::syncMatrices() shader->mFeatures.calculatesLighting = true; shader->mFeatures.hasLighting = true; } |