diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl | 14 |
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); |