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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl14
1 files changed, 13 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index ccf20942e3..35e22ef3a2 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -113,6 +113,8 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
vec3 v, // surface point to camera
vec3 l); //surface point to light
+vec2 BRDF(float NoV, float roughness);
+
vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
float perceptualRoughness,
float metallic,
@@ -217,8 +219,12 @@ void main()
calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);
+
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
+ float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0);
+ vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRoughness);
+
vec3 light = vec3(0);
// Punctual lights
@@ -235,5 +241,11 @@ void main()
color.rgb += light.rgb;
- frag_color = vec4(color.rgb,basecolor.a * vertex_color.a);
+ float a = basecolor.a*vertex_color.a;
+ vec3 spec = radiance; // *specularColor;
+ float lum = max(max(spec.r, spec.g), spec.b);
+
+ float f = brdf.y;
+ a += f;
+ frag_color = vec4(color.rgb,a);
}