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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl70
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl28
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl18
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl14
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class2/interface/irradianceGenF.glsl26
-rw-r--r--indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl10
-rw-r--r--indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl14
10 files changed, 110 insertions, 110 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index acd32a81b3..e6bdaf265e 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file alphaF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, 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
* $/LicenseInfo$
*/
@@ -60,7 +60,7 @@ uniform vec2 screen_res;
uniform int sun_up_factor;
uniform vec4 light_position[8];
uniform vec3 light_direction[8];
-uniform vec4 light_attenuation[8];
+uniform vec4 light_attenuation[8];
uniform vec3 light_diffuse[8];
void waterClip(vec3 pos);
@@ -90,15 +90,15 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
float falloff_factor = (12.0 * fa) - 9.0;
float inverted_la = falloff_factor / la;
// Yes, it makes me want to cry as well. DJH
-
+
vec3 col = vec3(0);
- //get light vector
- vec3 lv = lp.xyz-v;
+ //get light vector
+ vec3 lv = lp.xyz-v;
- //get distance
- float dist = length(lv);
- float da = 1.0;
+ //get distance
+ float dist = length(lv);
+ float da = 1.0;
/*if (dist > inverted_la)
{
@@ -111,23 +111,23 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
if (proj_tc.z < 0
|| proj_tc.z > 1
|| proj_tc.x < 0
- || proj_tc.x > 1
+ || proj_tc.x > 1
|| proj_tc.y < 0
|| proj_tc.y > 1)
{
return col;
}*/
- if (dist > 0.0 && inverted_la > 0.0)
- {
+ if (dist > 0.0 && inverted_la > 0.0)
+ {
dist /= inverted_la;
- //normalize light vector
- lv = normalize(lv);
-
- //distance attenuation
- float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= dist_atten;
+ //normalize light vector
+ lv = normalize(lv);
+
+ //distance attenuation
+ float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten *= dist_atten;
dist_atten *= 2.0f;
if (dist_atten <= 0.0)
@@ -135,20 +135,20 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
return col;
}
- // spotlight coefficient.
- float spot = max(dot(-ln, lv), is_pointlight);
- da *= spot*spot; // GL_SPOT_EXPONENT=2
+ // spotlight coefficient.
+ float spot = max(dot(-ln, lv), is_pointlight);
+ da *= spot*spot; // GL_SPOT_EXPONENT=2
- //angular attenuation
- da *= dot(n, lv);
+ //angular attenuation
+ da *= dot(n, lv);
da = max(0.0, da);
- float lit = 0.0f;
+ float lit = 0.0f;
float amb_da = 0.0;//ambiance;
if (da > 0)
{
- lit = max(da * dist_atten,0.0);
+ lit = max(da * dist_atten,0.0);
col = lit * light_col * diffuse;
amb_da += (da*0.5+0.5) * ambiance;
}
@@ -165,10 +165,10 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec
return col;
}
-void main()
+void main()
{
vec2 frag = vary_fragcoord.xy/vary_fragcoord.z*0.5+0.5;
-
+
vec4 pos = vec4(vary_position, 1.0);
#ifndef IS_AVATAR_SKIN
// clip against water plane unless this is a legacy avatar skin
@@ -199,7 +199,7 @@ void main()
float final_alpha = diffuse_srgb.a * vertex_color.a;
diffuse_srgb.rgb *= vertex_color.rgb;
-
+
// Insure we don't pollute depth with invis pixels in impostor rendering
//
if (final_alpha < minimum_alpha)
@@ -222,7 +222,7 @@ void main()
final_alpha *= vertex_color.a;
if (final_alpha < minimum_alpha)
- { // TODO: figure out how to get invisible faces out of
+ { // TODO: figure out how to get invisible faces out of
// render batches without breaking glow
discard;
}
@@ -245,11 +245,11 @@ void main()
vec3 glossenv;
vec3 legacyenv;
sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, frag, pos.xyz, norm.xyz, 0.0, 0.0, true, amblit_linear);
-
+
float da = dot(norm.xyz, light_dir.xyz);
da = clamp(da, -1.0, 1.0);
-
+
float final_da = da;
final_da = clamp(final_da, 0.0f, 1.0f);
@@ -266,7 +266,7 @@ void main()
color.rgb *= diffuse_linear.rgb;
vec4 light = vec4(0,0,0,0);
-
+
#define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diffuse_linear.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, light_attenuation[i].w);
LIGHT_LOOP(1)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 003dd05e6f..34d86b6147 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file class1\deferred\pbralphaF.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
* $/LicenseInfo$
*/
@@ -87,7 +87,7 @@ vec4 applySkyAndWaterFog(vec3 pos, vec3 additive, vec3 atten, vec4 color);
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
-void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
+void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear);
void waterClip(vec3 pos);
@@ -110,15 +110,15 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 additive,
vec3 atten);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
vec3 l); //surface point to light
-vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 p, // pixel position
@@ -178,7 +178,7 @@ void main()
float sign = vary_sign;
vec3 vN = vary_normal;
vec3 vT = vary_tangent.xyz;
-
+
vec3 vB = sign * cross(vN, vT);
vec3 norm = normalize( vNt.x * vT + vNt.y * vB + vNt.z * vN );
@@ -215,7 +215,7 @@ void main()
vec3 irradiance = vec3(0);
vec3 radiance = vec3(0);
sampleReflectionProbes(irradiance, radiance, vary_position.xy*0.5+0.5, pos.xyz, norm.xyz, gloss, true, amblit);
-
+
vec3 diffuseColor;
vec3 specularColor;
calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor);
@@ -242,7 +242,7 @@ void main()
color.rgb = applySkyAndWaterFog(pos.xyz, additive, atten, vec4(color, 1.0)).rgb;
float a = basecolor.a*vertex_color.a;
-
+
frag_color = max(vec4(color.rgb,a), vec4(0));
}
@@ -292,7 +292,7 @@ void main()
// emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear
colorEmissive *= srgb_to_linear(texture(emissiveMap, emissive_texcoord.xy).rgb);
-
+
float a = basecolor.a*vertex_color.a;
color += colorEmissive;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
index 52e71edcac..d178bf22b6 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/reflectionProbeF.glsl
@@ -37,7 +37,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness, bool transparent, vec3 amblit_linear)
{
ambenv = vec3(reflection_probe_ambiance * 0.25);
-
+
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
vec3 env_vec = env_mat * refnormpersp;
glossenv = srgb_to_linear(texture(environmentMap, env_vec).rgb);
@@ -59,7 +59,7 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
vec2 tc, vec3 pos, vec3 norm, float glossiness, float envIntensity, bool transparent, vec3 amblit_linear)
{
ambenv = vec3(reflection_probe_ambiance * 0.25);
-
+
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
vec3 env_vec = env_mat * refnormpersp;
@@ -70,7 +70,7 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
void applyGlossEnv(inout vec3 color, vec3 glossenv, vec4 spec, vec3 pos, vec3 norm)
{
-
+
}
void applyLegacyEnv(inout vec3 color, vec3 legacyenv, vec4 spec, vec3 pos, vec3 norm, float envIntensity)
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
index d1db6dd943..e490ad72ee 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file softenLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, 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
* $/LicenseInfo$
*/
@@ -35,13 +35,13 @@ void setAdditiveColor(vec3 c);
void main()
{
- //transform vertex
- vec4 pos = vec4(position.xyz, 1.0);
- gl_Position = pos;
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ gl_Position = pos;
// appease OSX GLSL compiler/linker by touching all the varyings we said we would
setAtmosAttenuation(vec3(1));
setAdditiveColor(vec3(0));
- vary_fragcoord = (pos.xy*0.5+0.5);
+ vary_fragcoord = (pos.xy*0.5+0.5);
}
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
index 1ea57516a4..10bfe2c5d5 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file sunLightF.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, 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
* $/LicenseInfo$
*/
@@ -41,7 +41,7 @@ vec4 getPosition(vec2 pos_screen);
float sampleDirectionalShadow(vec3 pos, vec3 norm, vec2 pos_screen);
float sampleSpotShadow(vec3 pos, vec3 norm, int index, vec2 pos_screen);
-void main()
+void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
@@ -50,7 +50,7 @@ void main()
vec4 col;
col.r = sampleDirectionalShadow(pos.xyz, norm, pos_screen);
col.g = 1.0f;
- col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
+ col.b = sampleSpotShadow(pos.xyz, norm, 0, pos_screen);
col.a = sampleSpotShadow(pos.xyz, norm, 1, pos_screen);
frag_color = clamp(col, vec4(0), vec4(1));
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
index 0126e09d4c..2f1819bff7 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightSSAOF.glsl
@@ -1,27 +1,27 @@
-/**
+/**
* @file class2/deferred/sunLightSSAOF.glsl
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, 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]*/
out vec4 frag_color;
@@ -38,7 +38,7 @@ float sampleDirectionalShadow(vec3 shadow_pos, vec3 norm, vec2 pos_screen);
float sampleSpotShadow(vec3 shadow_pos, vec3 norm, int index, vec2 pos_screen);
float calcAmbientOcclusion(vec4 pos, vec3 norm, vec2 pos_screen);
-void main()
+void main()
{
vec2 pos_screen = vary_fragcoord.xy;
vec4 pos = getPosition(pos_screen);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
index 5ae7f2c571..0e9f7bbfb2 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/sunLightV.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file sunLightV.glsl
*
* $LicenseInfo:firstyear=2007&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2007, 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
* $/LicenseInfo$
*/
@@ -31,9 +31,9 @@ uniform vec2 screen_res;
void main()
{
- //transform vertex
- vec4 pos = vec4(position.xyz, 1.0);
- gl_Position = pos;
-
- vary_fragcoord = (pos.xy * 0.5 + 0.5);
+ //transform vertex
+ vec4 pos = vec4(position.xyz, 1.0);
+ gl_Position = pos;
+
+ vary_fragcoord = (pos.xy * 0.5 + 0.5);
}
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));
}
diff --git a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl
index c858531998..a27fa40f2e 100644
--- a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl
+++ b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeF.glsl
@@ -1,24 +1,24 @@
-/**
+/**
* @file reflectionprobeF.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
* $/LicenseInfo$
*/
diff --git a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl
index e45b1c288b..65fc7cec43 100644
--- a/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl
+++ b/indra/newview/app_settings/shaders/class2/interface/reflectionprobeV.glsl
@@ -1,29 +1,29 @@
-/**
+/**
* @file reflectionprobeV.glsl
*
* $LicenseInfo:firstyear=2022&license=viewerlgpl$
* Second Life Viewer Source Code
* Copyright (C) 2011, 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
* $/LicenseInfo$
*/
-
+
in vec3 position;
out vec2 vary_fragcoord;
@@ -32,7 +32,7 @@ void main()
{
//transform vertex
vec4 pos = vec4(position.xyz, 1.0);
- gl_Position = pos;
+ gl_Position = pos;
vary_fragcoord = (pos.xy*0.5+0.5);
}