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authorPtolemy <ptolemy@lindenlab.com>2022-08-25 15:45:15 -0700
committerPtolemy <ptolemy@lindenlab.com>2022-08-25 15:45:15 -0700
commit7ceaa01878c13082a3a803e1d369eaddfea76050 (patch)
tree468ac28ff40805eba3f6c6e9f365e097ef8ab5cd /indra
parent7923f255b6815f2a687ef1fbaad5ef11465d6756 (diff)
SL-17703: PBR: Tweak sunlight scaling to better match Substance 3D Stager, don't blow bloom out
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl5
1 files changed, 3 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index d4140a0d92..3f21bd0219 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -358,7 +358,8 @@ void main()
if (nl > 0.0 || nv > 0.0)
{
- vec3 sunColor = srgb_to_linear(sunlit * 2.0); // NOTE: *2.0 Midday should have strong sunlight
+ float scale = 4.9;
+ vec3 sunColor = srgb_to_linear(sunlit * scale); // NOTE: Midday should have strong sunlight
#if DEBUG_PBR_SUN_FULL_BRIGHT
sunColor = vec3(1);
#endif
@@ -366,7 +367,7 @@ void main()
vec3 intensity = ambocc * sunColor * nl * scol;
vec3 sunDiffuse = intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);
vec3 sunSpec = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);
- bloom = dot(sunSpec, sunSpec) / 8.0;
+ bloom = dot(sunSpec, sunSpec) / (scale * scale * scale);
#if DEBUG_PBR_SUN_SPEC_FRESNEL
colorDiffuse = vec3(0);