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-rw-r--r--indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl20
1 files changed, 10 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
index 7c175eab5f..bb4a79247d 100644
--- a/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class1/interface/radianceGenF.glsl
@@ -37,6 +37,10 @@ uniform int sourceIdx;
VARYING vec3 vary_dir;
+//uniform float roughness;
+
+uniform float mipLevel;
+
// =============================================================================================================
// Parts of this file are (c) 2018 Sascha Willems
// SNIPPED FROM https://github.com/SaschaWillems/Vulkan-glTF-PBR/blob/master/data/shaders/prefilterenvmap.frag
@@ -65,11 +69,6 @@ SOFTWARE.
*/
// =============================================================================================================
-
-//uniform float roughness;
-
-uniform float mipLevel;
-
const float PI = 3.1415926536;
// Based omn http://byteblacksmith.com/improvements-to-the-canonical-one-liner-glsl-rand-for-opengl-es-2-0/
@@ -130,11 +129,13 @@ vec3 prefilterEnvMap(vec3 R)
vec3 color = vec3(0.0);
float totalWeight = 0.0;
float envMapDim = 256.0;
- int numSamples = 8;
+ int numSamples = 4;
float numMips = 7.0;
- float roughness = (mipLevel+1)/numMips;
+ float roughness = mipLevel/numMips;
+
+ numSamples = max(int(numSamples*roughness), 1);
for(uint i = 0u; i < numSamples; i++) {
vec2 Xi = hammersley2d(i, numSamples);
@@ -154,8 +155,8 @@ vec3 prefilterEnvMap(vec3 R)
// Solid angle of 1 pixel across all cube faces
float omegaP = 4.0 * PI / (6.0 * envMapDim * envMapDim);
// Biased (+1.0) mip level for better result
- //float mip = roughness == 0.0 ? 0.0 : max(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f);
- float mip = clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f);
+ float mip = roughness == 0.0 ? 0.0 : clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f);
+ //float mip = clamp(0.5 * log2(omegaS / omegaP) + 1.0, 0.0f, 7.f);
color += textureLod(reflectionProbes, vec4(L,sourceIdx), mip).rgb * dotNL;
totalWeight += dotNL;
@@ -170,4 +171,3 @@ void main()
frag_color = vec4(prefilterEnvMap(N), 1.0);
}
// =============================================================================================================
-