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-rw-r--r--indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl26
1 files changed, 13 insertions, 13 deletions
diff --git a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
index 0753e73dc8..1d6d6fd514 100644
--- a/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
+++ b/indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl
@@ -1,28 +1,28 @@
-/**
+/**
* @file irradianceGenF.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2022, Linden Research, Inc.
- *
+ *
* This library is free software; you can redistribute it and/or
* modify it under the terms of the GNU Lesser General Public
* License as published by the Free Software Foundation;
* version 2.1 of the License only.
- *
+ *
* This library is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* Lesser General Public License for more details.
- *
+ *
* You should have received a copy of the GNU Lesser General Public
* License along with this library; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
- *
+ *
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
+
/*[EXTRA_CODE_HERE]*/
@@ -130,12 +130,12 @@ vec4 getImportanceSample(int sampleIndex, vec3 N, float roughness)
// generate the points on the hemisphere with a fitting mapping for
// the distribution (e.g. lambertian uses a cosine importance)
importanceSample = Lambertian(xi, roughness);
-
+
// transform the hemisphere sample to the normal coordinate frame
// i.e. rotate the hemisphere to the normal direction
vec3 localSpaceDirection = normalize(vec3(
- importanceSample.sinTheta * cos(importanceSample.phi),
- importanceSample.sinTheta * sin(importanceSample.phi),
+ importanceSample.sinTheta * cos(importanceSample.phi),
+ importanceSample.sinTheta * sin(importanceSample.phi),
importanceSample.cosTheta
));
mat3 TBN = generateTBN(N);
@@ -152,9 +152,9 @@ float computeLod(float pdf)
// // Solid angle of current sample -- bigger for less likely samples
// float omegaS = 1.0 / (float(u_sampleCount) * pdf);
// // Solid angle of texel
- // // note: the factor of 4.0 * MATH_PI
+ // // note: the factor of 4.0 * MATH_PI
// float omegaP = 4.0 * MATH_PI / (6.0 * float(u_width) * float(u_width));
- // // Mip level is determined by the ratio of our sample's solid angle to a texel's solid angle
+ // // Mip level is determined by the ratio of our sample's solid angle to a texel's solid angle
// // note that 0.5 * log2 is equivalent to log4
// float lod = 0.5 * log2(omegaS / omegaP);
@@ -176,7 +176,7 @@ float computeLod(float pdf)
vec4 filterColor(vec3 N)
{
vec4 color = vec4(0.f);
-
+
for(int i = 0; i < u_sampleCount; ++i)
{
vec4 importanceSample = getImportanceSample(i, N, 1.0);
@@ -208,7 +208,7 @@ void main()
vec4 color = vec4(0);
color = filterColor(vary_dir);
-
+
frag_color = max(color, vec4(0));
}