diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
5 files changed, 6 insertions, 15 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 7d8f9c218d..0fb30559d4 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -37,7 +37,6 @@ uniform sampler2D depthMap;  uniform sampler2D diffuseRect;  uniform sampler2D specularRect;  uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl -uniform sampler2D     noiseMap;  uniform sampler2D     lightFunc;  uniform vec3  env_mat[3]; @@ -132,9 +131,6 @@ void main()      }      else      { - -        float noise = texture2D(noiseMap, tc).b; -          diffuse = srgb_to_linear(diffuse);          spec.rgb = srgb_to_linear(spec.rgb); @@ -154,7 +150,6 @@ void main()                      float fa         = light_col[i].a;                      float dist_atten = calcLegacyDistanceAttenuation(dist, fa); -                    dist_atten *= noise;                      float lit = nl * dist_atten; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 5ed8a75e0e..30b7895157 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -41,7 +41,6 @@ uniform sampler2D normalMap;  uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl  uniform samplerCube environmentMap;  uniform sampler2D lightMap; -uniform sampler2D noiseMap;  uniform sampler2D projectionMap; // rgba  uniform sampler2D lightFunc; @@ -187,7 +186,6 @@ void main()          diffuse = srgb_to_linear(diffuse);          spec.rgb = srgb_to_linear(spec.rgb); -        float noise = texture2D(noiseMap, tc).b;          if (proj_tc.z > 0.0 &&              proj_tc.x < 1.0 &&              proj_tc.y < 1.0 && @@ -199,7 +197,7 @@ void main()              if (nl > 0.0)              { -                lit = nl * dist_atten * noise; +                lit = nl * dist_atten;                  dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); @@ -209,7 +207,7 @@ void main()                  amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;              } -            amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, noise, proj_tc.xy ); +            amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );              final_color += diffuse.rgb * amb_rgb;          } diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index a6a2543915..bd06a680f5 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -656,7 +656,7 @@ void sampleReflectionProbes(inout vec3 ambenv, inout vec3 glossenv,          vec2 tc, vec3 pos, vec3 norm, float glossiness)  {      // TODO - don't hard code lods -    float reflection_lods = max_probe_lod-1; +    float reflection_lods = max_probe_lod;      preProbeSample(pos);      vec3 refnormpersp = reflect(pos.xyz, norm.xyz); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index dfd1d47b3e..0e3ebd1534 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -211,7 +211,7 @@ void main()      else if (!GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_ATMOS))      {          //should only be true of WL sky, just port over base color value -        color = srgb_to_linear(baseColor.rgb); +        color = srgb_to_linear(texture2D(emissiveRect, tc).rgb);      }      else      { diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 3d8b95b882..33ea2129cf 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -51,7 +51,6 @@ uniform sampler2D normalMap;  uniform sampler2D emissiveRect; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl  uniform samplerCube environmentMap;  uniform sampler2D lightMap; -uniform sampler2D noiseMap;  uniform sampler2D projectionMap; // rgba  uniform sampler2D lightFunc; @@ -193,7 +192,6 @@ void main()          diffuse = srgb_to_linear(diffuse);          spec.rgb = srgb_to_linear(spec.rgb); -        float noise = texture2D(noiseMap, tc).b;          if (proj_tc.z > 0.0 &&              proj_tc.x < 1.0 &&              proj_tc.y < 1.0 && @@ -205,7 +203,7 @@ void main()              if (nl > 0.0)              { -                lit = nl * dist_atten * noise; +                lit = nl * dist_atten;                  dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); @@ -214,7 +212,7 @@ void main()                  amb_da += (nl*0.5+0.5) /* * (1.0-shadow) */ * proj_ambiance;              } -            vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, noise, proj_tc.xy ); +            vec3 amb_rgb = getProjectedLightAmbiance( amb_da, dist_atten, lit, nl, 1.0, proj_tc.xy );              final_color += diffuse.rgb*amb_rgb;    #if DEBUG_LEG_LIGHT_TYPE              final_color = vec3(0,0.5,0); | 
