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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl36
2 files changed, 25 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
index 1c79748b49..0d77e88831 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/fullbrightShinyF.glsl
@@ -42,7 +42,7 @@ uniform samplerCube environmentMap;
vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten);
vec3 legacy_adjust_fullbright(vec3 c);
vec3 legacy_adjust(vec3 c);
-void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
+void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
vec3 linear_to_srgb(vec3 c);
vec3 srgb_to_linear(vec3 c);
@@ -71,7 +71,7 @@ void main()
vec3 additive;
vec3 atten;
vec3 pos = vary_position;
- calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten, false);
+ calcAtmosphericVars(pos.xyz, vec3(0), 1.0, sunlit, amblit, additive, atten);
float env_intensity = vertex_color.a;
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 3945e34d7a..53c5b1b801 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -44,9 +44,14 @@ uniform sampler2D lightFunc;
uniform float blur_size;
uniform float blur_fidelity;
+#if defined(HAS_SSAO)
+uniform float ssao_irradiance_scale;
+uniform float ssao_irradiance_max;
+#endif
+
// Inputs
uniform mat3 env_mat;
-
+uniform mat3 ssao_effect_mat;
uniform vec3 sun_dir;
uniform vec3 moon_dir;
uniform int sun_up_factor;
@@ -112,6 +117,16 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
vec3 l); //surface point to light
+void adjustIrradiance(inout vec3 irradiance, vec3 amblit_linear, float ambocc)
+{
+ // use sky settings ambient or irradiance map sample, whichever is brighter
+ irradiance = max(amblit_linear, irradiance);
+
+#if defined(HAS_SSAO)
+ irradiance = mix(ssao_effect_mat * min(irradiance.rgb*ssao_irradiance_scale, vec3(ssao_irradiance_max)), irradiance.rgb, ambocc);
+#endif
+}
+
void main()
{
vec2 tc = vary_fragcoord.xy;
@@ -173,7 +188,7 @@ void main()
vec3 orm = texture(specularRect, tc).rgb;
float perceptualRoughness = orm.g;
float metallic = orm.b;
- float ao = orm.r * ambocc;
+ float ao = orm.r;
vec3 colorEmissive = texture(emissiveRect, tc).rgb;
// PBR IBL
@@ -181,9 +196,7 @@ void main()
sampleReflectionProbes(irradiance, radiance, tc, pos.xyz, norm.xyz, gloss);
- // Take maximium of legacy ambient vs irradiance sample as irradiance
- // NOTE: ao is applied in pbrIbl (see pbrBaseLight), do not apply here
- irradiance = max(amblit_linear,irradiance);
+ adjustIrradiance(irradiance, amblit_linear, ambocc);
vec3 diffuseColor;
vec3 specularColor;
@@ -203,17 +216,15 @@ void main()
//should only be true of WL sky, just port over base color value
color = texture(emissiveRect, tc).rgb;
color = srgb_to_linear(color);
- if (sun_up_factor > 0)
- {
- color *= sky_hdr_scale + 1.0;
- }
+ color *= sky_hdr_scale;
}
else
{
// legacy shaders are still writng sRGB to gbuffer
baseColor.rgb = legacy_adjust(baseColor.rgb);
-
+
baseColor.rgb = srgb_to_linear(baseColor.rgb);
+
spec.rgb = srgb_to_linear(spec.rgb);
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
@@ -224,11 +235,10 @@ void main()
sampleReflectionProbesLegacy(irradiance, glossenv, legacyenv, tc, pos.xyz, norm.xyz, spec.a, envIntensity);
- // use sky settings ambient or irradiance map sample, whichever is brighter
- irradiance = max(amblit_linear, irradiance);
+ adjustIrradiance(irradiance, amblit_linear, ambocc);
// apply lambertian IBL only (see pbrIbl)
- color.rgb = irradiance * ambocc;
+ color.rgb = irradiance;
vec3 sun_contrib = min(da, scol) * sunlit_linear;
color.rgb += sun_contrib;