diff options
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 16 | 
1 files changed, 9 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 0030405b2b..f89c910dcf 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -23,11 +23,13 @@   * $/LicenseInfo$   */ -#define PBR_GGX_APPROX            1 -#define DEBUG_PBR_PACKORM0        0 // Rough=0, Metal=0 -#define DEBUG_PBR_PACKORM1        0 // Rough=1, Metal=1 -#define DEBUG_PBR_TANGENT1        1 // Tangent = 1,0,0 -#define DEBUG_PBR_VERT2CAM1       0 // vertex2camera = 0,0,1 +#define PBR_USE_GGX_APPROX         1 +#define PBR_USE_GGX_EMS_HACK       1 + +#define DEBUG_PBR_PACKORM0         0 // Rough=0, Metal=0 +#define DEBUG_PBR_PACKORM1         0 // Rough=1, Metal=1 +#define DEBUG_PBR_TANGENT1         1 // Tangent = 1,0,0 +#define DEBUG_PBR_VERT2CAM1        0 // vertex2camera = 0,0,1  // Pass input through "as is"  #define DEBUG_PBR_DIFFUSE_MAP      0 // Output: use diffuse in G-Buffer @@ -151,7 +153,7 @@ vec2 getGGX( vec2 brdfPoint )  {      // TODO: use GGXLUT      // texture2D(GGXLUT, brdfPoint).rg; -#if PBR_GGX_APPROX +#if PBR_USE_GGX_APPROX      return getGGXApprox( brdfPoint);  #endif  } @@ -294,7 +296,7 @@ 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); -#if PBR_GGX_APPROX +#if PBR_USE_GGX_EMS_HACK                Ems           = alphaRough; // With GGX approximation Ems = 0 so use substitute  #endif          vec3  avg           = specWeight * (reflect0 + (1.0 - reflect0) / 21.0);  | 
