summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class3/deferred
diff options
context:
space:
mode:
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl19
1 files changed, 10 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index aa146b4bcc..e50d3604c7 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -126,9 +126,6 @@ vec4 applyWaterFogView(vec3 pos, vec4 color);
uniform vec3 view_dir; // PBR
-#define getDiffuseLightPBR(n) ambenv
-#define getSpecularPBR(reflection) glossenv
-
// Approximate Environment BRDF
vec2 getGGXApprox( vec2 uv )
{
@@ -196,9 +193,6 @@ void main()
vec3 ambenv;
vec3 glossenv;
vec3 legacyenv;
- sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity);
-
- amblit = max(ambenv, amblit);
bool hasPBR = GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR);
if (hasPBR)
@@ -262,8 +256,13 @@ void main()
vec3 kSpec = reflect0 + fresnelR*pow(1.0 - dotNV, 5.0);
// Reference: getIBLRadianceGGX
- vec3 reflection = normalize(reflect(-v,n));
- vec3 specLight = getSpecularPBR(reflection);
+ // https://forum.substance3d.com/index.php?topic=3243.0
+ // Glossiness
+ // This map is the inverse of the roughness map.
+ vec3 irradiance = vec3(0);
+ vec3 specLight = vec3(0);
+ float gloss = 1.0 - perceptualRough;
+ sampleReflectionProbes(irradiance, specLight, legacyenv, pos.xyz, norm.xyz, gloss, 0.0);
#if HAS_IBL
kSpec = mix( kSpec, iridescenceFresnel, iridescenceFactor);
#endif
@@ -271,7 +270,6 @@ void main()
colorSpec += specWeight * specLight * FssEssGGX;
// Reference: getIBLRadianceLambertian
- vec3 irradiance = getDiffuseLightPBR(n);
vec3 FssEssLambert = specWeight * kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term
float Ems = (1.0 - vScaleBias.x + vScaleBias.y);
vec3 avg = specWeight * (reflect0 + (1.0 - reflect0) / 21.0);
@@ -382,6 +380,9 @@ void main()
}
else
{
+ sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity);
+
+ amblit = max(ambenv, amblit);
color.rgb = amblit*ambocc;
//float ambient = min(abs(dot(norm.xyz, sun_dir.xyz)), 1.0);