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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl22
1 files changed, 11 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 6f7f4976f3..5c62c3bc4a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -239,12 +239,12 @@ void main()
// Reference: getMetallicRoughnessInfo
float perceptualRough = packedORM.g;
- 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
+ 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
#if DEBUG_PBR_REFLECTANCE
- float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b );
+ float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b );
#endif
// Common to RadianceGGX and RadianceLambertian
@@ -270,12 +270,12 @@ void main()
// Reference: getIBLRadianceLambertian
vec3 FssEssLambert = specWeight * kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term
- float Ems = (1.0 - vScaleBias.x + vScaleBias.y);
- vec3 avg = specWeight * (reflect0 + (1.0 - reflect0) / 21.0);
- vec3 AvgEms = avg * Ems;
- vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms);
- vec3 kDiffuse = colorDiffuse * (1.0 - FssEssLambert + FmsEms);
- colorDiffuse += (FmsEms + kDiffuse) * irradiance;
+ float Ems = (1.0 - vScaleBias.x + vScaleBias.y);
+ vec3 avg = specWeight * (reflect0 + (1.0 - reflect0) / 21.0);
+ vec3 AvgEms = avg * Ems;
+ vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms);
+ vec3 kDiffuse = colorDiffuse * (1.0 - FssEssLambert + FmsEms);
+ colorDiffuse += (FmsEms + kDiffuse) * irradiance;
float occlusion_strength = 1.0; // TODO: From glb
float ao = packedORM.r;