summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl27
1 files changed, 4 insertions, 23 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 3aef3ac8ba..59076d9760 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -23,16 +23,15 @@
* $/LicenseInfo$
*/
-#define PBR_USE_ATMOS 1
-#define PBR_USE_GGX_APPROX 1
-#define PBR_USE_GGX_EMS_HACK 1
+#define PBR_USE_ATMOS 0
+#define PBR_USE_GGX_EMS_HACK 0
#define PBR_USE_IRRADIANCE_HACK 1
#define DEBUG_PBR_PACKORM0 0 // Rough=0, Metal=0
#define DEBUG_PBR_PACKORM1 0 // Rough=1, Metal=1
#define DEBUG_PBR_TANGENT1 1 // Tangent = 1,0,0
#define DEBUG_PBR_VERT2CAM1 0 // vertex2camera = 0,0,1
-#define DEBUG_PBR_SPECLIGHT051 1 // Force specLigh to be 0,0.5,1
+#define DEBUG_PBR_SPECLIGHT051 0 // Force specLigh to be 0,0.5,1
// Pass input through "as is"
#define DEBUG_PBR_DIFFUSE_MAP 0 // Output: use diffuse in G-Buffer
@@ -134,6 +133,7 @@ vec4 getPositionWithDepth(vec2 pos_screen, float depth);
void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
float getAmbientClamp();
+vec2 getGGX( vec2 brdfPoint );
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
vec3 fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);
@@ -154,25 +154,6 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
uniform vec3 view_dir; // PBR
-// Approximate Environment BRDF
-vec2 getGGXApprox( vec2 uv )
-{
- vec2 st = vec2(1.) - uv;
- float d = (st.x * st.x * 0.5) * (st.y * st.y);
- float scale = 1.0 - d;
- float bias = d;
- return vec2( scale, bias );
-}
-
-vec2 getGGX( vec2 brdfPoint )
-{
- // TODO: use GGXLUT
- // texture2D(GGXLUT, brdfPoint).rg;
-#if PBR_USE_GGX_APPROX
- return getGGXApprox( brdfPoint);
-#endif
-}
-
vec3 calcBaseReflect0(float ior)
{
vec3 reflect0 = vec3(pow((ior - 1.0) / (ior + 1.0), 2.0));