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path: root/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl26
1 files changed, 10 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index 23c6f4d5ae..a6a2543915 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -458,28 +458,24 @@ float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, float min_da, int i
// dir - pixel normal
// w - weight of sample (distance and angular attenuation)
// dw - weight of sample (distance only)
-// vi - return value of intersection point with influence volume
-// wi - return value of approximate world space position of sampled pixel
-// lod - which mip to bias towards (lower is higher res, sharper reflections)
+// lod - which mip to sample (lower is higher res, sharper reflections)
// c - center of probe
// r2 - radius of probe squared
// i - index of probe
-vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, out vec3 vi, out vec3 wi, float lod, vec3 c, int i)
+vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c, int i)
{
- //lod = max(lod, 1);
// parallax adjustment
-
vec3 v;
if (refIndex[i].w < 0)
- {
+ { // box probe
float d = 0;
v = boxIntersect(pos, dir, i, d);
w = max(d, 0.001);
}
else
- {
+ { // sphere probe
float r = refSphere[i].w;
float rr = r * r;
@@ -491,16 +487,12 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, out vec3 vi, out v
w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.25, i, dw);
}
- vi = v;
-
v -= c;
vec3 d = normalize(v);
v = env_mat * v;
- vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod);
-
- wi = d * ret.a * 256.0+c;
+ vec4 ret = textureLod(reflectionProbes, vec4(v.xyz, refIndex[i].x), lod) * refParams[i].y;
return ret.rgb;
}
@@ -568,12 +560,11 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod)
float w = 0;
float dw = 0;
- vec3 vi, wi;
vec3 refcol;
{
- refcol = tapRefMap(pos, dir, w, dw, vi, wi, lod, refSphere[i].xyz, i);
+ refcol = tapRefMap(pos, dir, w, dw, lod, refSphere[i].xyz, i);
col[p] += refcol.rgb*w;
wsum[p] += w;
@@ -665,7 +656,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness)
{
// TODO - don't hard code lods
- float reflection_lods = max_probe_lod;
+ float reflection_lods = max_probe_lod-1;
preProbeSample(pos);
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
@@ -690,6 +681,9 @@ void sampleReflectionProbesWater(inout vec3 ambenv, inout vec3 glossenv,
vec2 tc, vec3 pos, vec3 norm, float glossiness)
{
sampleReflectionProbes(ambenv, glossenv, tc, pos, norm, glossiness);
+
+ // fudge factor to get PBR water at a similar luminance ot legacy water
+ glossenv *= 0.25;
}
void debugTapRefMap(vec3 pos, vec3 dir, float depth, int i, inout vec4 col)