diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 4 | 
1 files changed, 4 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 6a4060beaa..dcb03642cd 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -155,12 +155,16 @@ uniform vec2 screen_res;  vec3 getNorm(vec2 pos_screen);  vec4 getPositionWithDepth(vec2 pos_screen, float depth); +vec3 BRDFLambertian( vec3 reflect0, vec3 reflect90, vec3 c_diff, float specWeight, float vh ); +vec3 BRDFSpecularGGX( vec3 reflect0, vec3 reflect90, float alphaRoughness, float specWeight, float vh, float nl, float nv, float nh );  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 calcF0(float ior);  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 getAmbientClamp();  vec2 getGGX( vec2 brdfPoint ); +void initMaterial( vec3 diffuse, vec3 packedORM, +        out float alphaRough, out vec3 c_diff, out vec3 reflect0, out vec3 reflect90, out float specWeight );  vec3  atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3  scaleSoftClipFrag(vec3 l);  vec3  fullbrightAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten);  | 
