diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 27 |
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)); |