diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl | 18 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 10 |
2 files changed, 17 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index 8a3eb39ae7..46463818f8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -405,23 +405,31 @@ float V_GGX( float nl, float nv, float alphaRough ) return 0.0; } +// NOTE: Assumes a hard-coded IOR = 1.5 void initMaterial( vec3 diffuse, vec3 packedORM, out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight ) { float metal = packedORM.b; - c_diff = mix(diffuse.rgb, vec3(0), metal); + c_diff = mix(diffuse, vec3(0), metal); float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics) reflect0 = vec3(0.04); // -> incidence reflectance 0.04 - reflect0 = mix( reflect0, diffuse.rgb, metal); // reflect at 0 degrees +// reflect0 = vec3(calcF0(IOR)); + reflect0 = mix(reflect0, diffuse, metal); // reflect at 0 degrees reflect90 = vec3(1); // reflect at 90 degrees specWeight = 1.0; - float perceptualRough = packedORM.g; - alphaRough = perceptualRough * perceptualRough; + // When roughness is zero blender shows a tiny specular + float perceptualRough = max(packedORM.g, 0.1); + alphaRough = perceptualRough * perceptualRough; +} + +vec3 BRDFDiffuse(vec3 color) +{ + return color / M_PI; } vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ) { - return (1.0 - specWeight * fresnelSchlick( reflect0, reflect90, vh)) * (c_diff / M_PI); + return (1.0 - specWeight * fresnelSchlick( reflect0, reflect90, vh)) * BRDFDiffuse(c_diff); } vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRough, float specWeight, float vh, float nl, float nv, float nh ) diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index dcb03642cd..5323159058 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -264,7 +264,6 @@ void main() packedORM = vec3(1,1,1); #endif float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics) - vec3 reflect0 = vec3(0.04); // -> incidence reflectance 0.04 #if HAS_IOR reflect0 = vec3(calcF0(IOR)); #endif @@ -274,7 +273,6 @@ void main() float ao = packedORM.r; float metal = packedORM.b; vec3 c_diff = mix(diffuse.rgb,vec3(0),metal); - vec3 reflect90 = vec3(0); vec3 v = -normalize(pos.xyz); #if DEBUG_PBR_VERT2CAM1 v = vec3(0,0,1); @@ -292,11 +290,11 @@ void main() float dotBV = clamp(dot(b,v),0,1); // Reference: getMetallicRoughnessInfo - float perceptualRough = packedORM.g; + vec3 base = linear_to_srgb(diffuse.rgb); + float perceptualRough = max(packedORM.g, 0.1); float alphaRough = perceptualRough * perceptualRough; - vec3 colorDiff = mix( diffuse.rgb, vec3(0) , metal); - reflect0 = mix( reflect0 , diffuse.rgb, metal); // reflect at 0 degrees - reflect90 = vec3(1); // reflect at 90 degrees + vec3 reflect0 = mix(vec3(0.04), base, metal); // incidence reflectance 0.04 -> reflect at 0 degrees + vec3 reflect90 = vec3(1); // reflect at 90 degrees #if DEBUG_PBR_REFLECTANCE float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b ); #endif |