diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
4 files changed, 22 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl index 4d91395a1b..4681fa1abd 100644 --- a/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/irradianceGenF.glsl @@ -79,7 +79,7 @@ void main() vec3 N = normalize(vary_dir); vec3 up = vec3(0.0, 1.0, 0.0); vec3 right = normalize(cross(up, N)); - up = cross(N, right); + up = normalize(cross(N, right)); const float TWO_PI = PI * 2.0; const float HALF_PI = PI * 0.5; diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 3efc9c1689..bc4b4eb7e1 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -125,6 +125,8 @@ vec4 texture2DLodSpecular(vec2 tc, float lod); vec4 getPosition(vec2 pos_screen); +const float M_PI = 3.14159265; + void main() { #if defined(LOCAL_LIGHT_KILL) @@ -201,8 +203,13 @@ void main() dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); slit = getProjectedLightSpecularColor( pos, n ); - colorDiffuse = shadow * lit * (dlit*0.5 + BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh )); - colorSpec = shadow * lit * (slit + BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh )); + float exposure = M_PI; + dlit *= exposure; + slit *= exposure; + + colorDiffuse = shadow * lit * dlit * BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ); + colorSpec = shadow * lit * slit * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ); + colorSpec += shadow * lit * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ); #if DEBUG_PBR_SPOT_DIFFUSE colorDiffuse = dlit.rgb; colorSpec = vec3(0); diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 85bb9fbbd1..e6017534ca 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -335,7 +335,6 @@ void main() #if PBR_USE_IRRADIANCE_HACK irradiance = max(amblit,irradiance) * ambocc; #endif - specLight = srgb_to_linear(specLight); #if DEBUG_PBR_SPECLIGHT051 specLight = vec3(0,0.5,1.0); irradiance = specLight; @@ -670,6 +669,9 @@ else diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 sampleReflectionProbes(ambenv, glossenv, legacyenv, pos.xyz, norm.xyz, spec.a, envIntensity); + ambenv.rgb = linear_to_srgb(ambenv.rgb); + glossenv.rgb = linear_to_srgb(glossenv.rgb); + legacyenv.rgb = linear_to_srgb(legacyenv.rgb); amblit = max(ambenv, amblit); color.rgb = amblit*ambocc; diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index 87b7977f64..9153fe031e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -99,6 +99,8 @@ vec4 texture2DLodSpecular(vec2 tc, float lod); vec4 getPosition(vec2 pos_screen); +const float M_PI = 3.14159265; + void main() { #if defined(LOCAL_LIGHT_KILL) @@ -173,8 +175,13 @@ void main() dlit = getProjectedLightDiffuseColor( l_dist, proj_tc.xy ); slit = getProjectedLightSpecularColor( pos, n ); - colorDiffuse = shadow * dist_atten * nl * (dlit*0.5 + BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh )); - colorSpec = shadow * dist_atten * nl * (slit + BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh )); + float exposure = M_PI; + dlit *= exposure; + slit *= exposure; + + colorDiffuse = shadow * lit * dlit * BRDFLambertian ( reflect0, reflect90, c_diff , specWeight, vh ); + colorSpec = shadow * lit * slit * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ); + colorSpec += shadow * lit * BRDFSpecularGGX( reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh ); #if DEBUG_PBR_SPOT_DIFFUSE colorDiffuse = dlit.rgb; colorSpec = vec3(0); |