diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 15 | 
2 files changed, 4 insertions, 15 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 55a43f76d0..36b5262104 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -122,6 +122,7 @@ bool shouldSampleProbe(int i, vec3 pos)  // populate "probeIndex" with N probe indices that influence pos where N is REF_SAMPLE_COUNT  void preProbeSample(vec3 pos)  { +#if REFMAP_LEVEL > 0      // TODO: make some sort of structure that reduces the number of distance checks      for (int i = 1; i < refmapCount; ++i)      { @@ -213,6 +214,9 @@ void preProbeSample(vec3 pos)      { // probe at index 0 is a special probe for smoothing out automatic probes          probeIndex[probeInfluences++] = 0;      } +#else +    probeIndex[probeInfluences++] = 0; +#endif  }  // from https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes/ray-sphere-intersection diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index ab83708c7b..a8d61afeca 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -246,20 +246,6 @@ void main()          vec3 refnormpersp = reflect(pos.xyz, norm.xyz); -#if 0 // wrong implementation -        if (spec.a > 0.0)  // specular reflection -        { -            float sa        = dot(normalize(refnormpersp), light_dir.xyz); -            vec3  dumbshiny = sunlit * scol * (texture2D(lightFunc, vec2(sa, spec.a)).r); - -            // add the two types of shiny together -            vec3 spec_contrib = dumbshiny * spec.rgb; -            color.rgb += spec_contrib; - -            // add radiance map -            applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz); -        } -#else //right implementation (ported from pointLightF.glsl)          if (spec.a > 0.0)          {              vec3  lv = light_dir.xyz; @@ -284,7 +270,6 @@ void main()              // add radiance map              applyGlossEnv(color, glossenv, spec, pos.xyz, norm.xyz);          } -#endif          color.rgb = mix(color.rgb, baseColor.rgb, baseColor.a); | 
