diff options
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 14 |
1 files changed, 3 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 356aed9f24..e072748e8a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -264,15 +264,11 @@ void main() packedORM = vec3(1,1,1); #endif float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics) -#if HAS_IOR - reflect0 = vec3(calcF0(IOR)); -#endif #if DEBUG_PBR_REFLECT0_BASE vec3 debug_reflect0 = vec3(calcF0(IOR)); #endif float ao = packedORM.r; float metal = packedORM.b; - vec3 c_diff = mix(diffuse.rgb,vec3(0),metal); vec3 v = -normalize(pos.xyz); #if DEBUG_PBR_VERT2CAM1 v = vec3(0,0,1); @@ -292,15 +288,14 @@ void main() // Reference: getMetallicRoughnessInfo vec3 base = linear_to_srgb(diffuse.rgb); float perceptualRough = max(packedORM.g, 0.1); - float alphaRough = perceptualRough * perceptualRough; - vec3 reflect0 = mix(vec3(0.04), base, metal); // incidence reflectance 0.04 -> reflect at 0 degrees - vec3 reflect90 = vec3(1); // reflect at 90 degrees + vec3 c_diff, reflect0, reflect90; + float alphaRough, specWeight; + initMaterial( base, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); #if DEBUG_PBR_REFLECTANCE float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b ); #endif // Common to RadianceGGX and RadianceLambertian - float specWeight = 1.0; vec2 brdfPoint = clamp(vec2(dotNV, 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 @@ -361,9 +356,6 @@ void main() #if DEBUG_PBR_SUN_FULL_BRIGHT vec3 sunlit = vec3(1); #endif - vec3 c_diff, reflect0, reflect90; - initMaterial( base, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight ); - // scol = sun shadow vec3 intensity = ambocc * sunlit * nl * scol; colorDiffuse += intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh); |