diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/environment')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 36 |
1 files changed, 24 insertions, 12 deletions
diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 03da5b020f..84c287fc50 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -42,20 +42,25 @@ vec2 BRDF(float NoV, float roughness); void calcDiffuseSpecular(vec3 baseColor, float metallic, inout vec3 diffuseColor, inout vec3 specularColor); -vec3 pbrIbl(vec3 diffuseColor, +void pbrIbl(vec3 diffuseColor, vec3 specularColor, vec3 radiance, // radiance map sample vec3 irradiance, // irradiance map sample float ao, // ambient occlusion factor float nv, // normal dot view vector - float perceptualRoughness); - -vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, - float metallic, - vec3 n, // normal - vec3 v, // surface point to camera - vec3 l); //surface point to light + out vec3 diffuse, + out vec3 specular); + +void pbrPunctual(vec3 diffuseColor, vec3 specularColor, + float perceptualRoughness, + float metallic, + vec3 n, // normal + vec3 v, // surface point to camera + vec3 l, // surface point to light + out float nl, + out vec3 diff, + out vec3 spec); vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, @@ -257,13 +262,20 @@ void main() float NdotV = clamp(abs(dot(norm, v)), 0.001, 1.0); - vec3 punctual = pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir)); + float nl = 0; + vec3 diffPunc = vec3(0); + vec3 specPunc = vec3(0); - vec3 color = punctual * sunlit_linear * 2.75 * shadow; + pbrPunctual(vec3(0), specularColor, 0.1, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc); - vec3 ibl = pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0); + vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)); + + vec3 color = punctual * sunlit_linear * 2.75 * shadow; + vec3 iblDiff; + vec3 iblSpec; + pbrIbl(vec3(0), vec3(1), radiance, vec3(0), ao, NdotV, 0.0, iblDiff, iblSpec); - color += ibl; + color += iblDiff + iblSpec; float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); vec2 brdf = BRDF(clamp(nv, 0.0, 1.0), 1.0); |