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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl24
2 files changed, 19 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
index 906e66ecc8..d9dc83bb10 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -31,6 +31,7 @@ float tapScreenSpaceReflection(int totalSamples, vec2 tc, vec3 viewPos, vec3 n,
uniform samplerCubeArray reflectionProbes;
uniform samplerCubeArray irradianceProbes;
+
uniform sampler2D sceneMap;
uniform int cube_snapshot;
uniform float max_probe_lod;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 8b0ea23897..20a5ad66b6 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -32,6 +32,14 @@ uniform sampler2D specularRect;
uniform sampler2D normalMap;
uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
+uniform samplerCubeArray heroProbes;
+
+layout (std140) uniform HeroProbeData
+{
+ vec4 heroPosition[1];
+ int heroProbeCount;
+};
+
const float M_PI = 3.14159265;
#if defined(HAS_SUN_SHADOW) || defined(HAS_SSAO)
@@ -109,8 +117,8 @@ vec3 pbrBaseLight(vec3 diffuseColor,
vec3 additive,
vec3 atten);
-vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
- float perceptualRoughness,
+vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
+ float perceptualRoughness,
float metallic,
vec3 n, // normal
vec3 v, // surface point to camera
@@ -185,7 +193,7 @@ void main()
if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
{
- vec3 orm = texture(specularRect, tc).rgb;
+ vec3 orm = texture(specularRect, tc).rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
float ao = orm.r;
@@ -205,10 +213,14 @@ void main()
vec3 v = -normalize(pos.xyz);
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
+ vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
+ color = textureLod(heroProbes, vec4(env_mat * refnormpersp, 0), (1.0 - gloss) * 11).xyz * specularColor;
+
if (do_atmospherics)
{
color = atmosFragLightingLinear(color, additive, atten);
}
+
}
else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))
{
@@ -268,6 +280,9 @@ void main()
// add radiance map
applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);
+
+ color = textureLod(heroProbes, vec4(env_mat * refnormpersp, 0), (1.0 - spec.a) * 11).xyz * spec.rgb;
+
}
color.rgb = mix(color.rgb, baseColor.rgb, baseColor.a);
@@ -283,14 +298,11 @@ void main()
color = atmosFragLightingLinear(color, additive, atten);
}
}
-
-
#ifdef WATER_FOG
vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom));
color = fogged.rgb;
#endif
-
frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
frag_color.a = 0.0;
}