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path: root/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl14
1 files changed, 5 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
index 871c7ce812..e99aa5ace4 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl
@@ -29,12 +29,9 @@ out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform sampler2D specularRect;
-uniform sampler2D depthMap;
-uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
uniform samplerCube environmentMap;
uniform sampler2D lightMap;
-uniform sampler2D projectionMap; // rgba
uniform sampler2D lightFunc;
uniform mat4 proj_mat; //screen space to light space
@@ -50,7 +47,6 @@ uniform float near_clip;
uniform float far_clip;
uniform vec3 proj_origin; //origin of projection to be used for angular attenuation
-uniform float sun_wash;
uniform int proj_shadow_idx;
uniform float shadow_fade;
@@ -72,7 +68,7 @@ uniform mat4 inv_proj;
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);
bool clipProjectedLightVars(vec3 center, vec3 pos, out float dist, out float l_dist, out vec3 lv, out vec4 proj_tc );
-vec4 getNormalEnvIntensityFlags(vec2 screenpos, out vec3 n, out float envIntensity);
+vec4 getNorm(vec2 screenpos);
vec3 getProjectedLightAmbiance(float amb_da, float attenuation, float lit, float nl, float noise, vec2 projected_uv);
vec3 getProjectedLightDiffuseColor(float light_distance, vec2 projected_uv );
vec2 getScreenCoord(vec4 clip);
@@ -121,9 +117,8 @@ void main()
shadow = clamp(shadow, 0.0, 1.0);
}
- float envIntensity;
- vec3 n;
- vec4 norm = getNormalEnvIntensityFlags(tc, n, envIntensity);
+ vec4 norm = getNorm(tc);
+ vec3 n = norm.xyz;
float dist_atten = calcLegacyDistanceAttenuation(dist, falloff);
if (dist_atten <= 0.0)
@@ -145,7 +140,6 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 colorEmissive = texture(emissiveRect, tc).rgb;
vec3 orm = spec.rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
@@ -182,6 +176,8 @@ void main()
}
else
{
+ float envIntensity = texture(emissiveRect, tc).r;
+
diffuse = srgb_to_linear(diffuse);
spec.rgb = srgb_to_linear(spec.rgb);