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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl20
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl6
5 files changed, 12 insertions, 27 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 9b5cb39883..7a5676e0ab 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl
@@ -92,6 +92,7 @@ bool shouldSampleProbe(int i, vec3 pos)
return false;
}
+ // never allow automatic probes to encroach on box probes
sample_automatic = false;
}
else
@@ -426,25 +427,19 @@ void boxIntersectDebug(vec3 origin, vec3 pos, int i, inout vec4 col)
// dir - normal to be weighted
// origin - center of sphere probe
// r - radius of probe influence volume
-// min_da - minimum angular attenuation coefficient
// i - index of probe in refSphere
// dw - distance weight
-float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, float min_da, int i, out float dw)
+float sphereWeight(vec3 pos, vec3 dir, vec3 origin, float r, int i, out float dw)
{
float r1 = r * 0.5; // 50% of radius (outer sphere to start interpolating down)
vec3 delta = pos.xyz - origin;
float d2 = max(length(delta), 0.001);
- float r2 = r1; //r1 * r1;
-
- //float atten = 1.0 - max(d2 - r2, 0.0) / max((rr - r2), 0.001);
- float atten = 1.0 - max(d2 - r2, 0.0) / max((r - r2), 0.001);
+ float atten = 1.0 - max(d2 - r1, 0.0) / max((r - r1), 0.001);
float w = 1.0 / d2;
dw = w * atten * max(r, 1.0)*4;
- atten *= max(dot(normalize(-delta), dir), min_da);
-
w *= atten;
return w;
@@ -481,7 +476,7 @@ vec3 tapRefMap(vec3 pos, vec3 dir, out float w, out float dw, float lod, vec3 c,
refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres
rr);
- w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.25, i, dw);
+ w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw);
}
v -= c;
@@ -521,7 +516,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int
refIndex[i].w < 1 ? 4096.0*4096.0 : // <== effectively disable parallax correction for automatically placed probes to keep from bombing the world with obvious spheres
rr);
- w = sphereWeight(pos, dir, refSphere[i].xyz, r, 0.001, i, dw);
+ w = sphereWeight(pos, dir, refSphere[i].xyz, r, i, dw);
}
v -= c;
@@ -559,7 +554,6 @@ vec3 sampleProbes(vec3 pos, vec3 dir, float lod)
float dw = 0;
vec3 refcol;
-
{
refcol = tapRefMap(pos, dir, w, dw, lod, refSphere[i].xyz, i);
@@ -653,7 +647,7 @@ 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);
@@ -732,7 +726,7 @@ void sampleReflectionProbesLegacy(inout vec3 ambenv, inout vec3 glossenv, inout
vec3 refnormpersp = reflect(pos.xyz, norm.xyz);
ambenv = sampleProbeAmbient(pos, norm);
-
+
if (glossiness > 0.0)
{
float lod = (1.0-glossiness)*reflection_lods;
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);