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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl14
1 files changed, 3 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 356aed9f24..e072748e8a 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -264,15 +264,11 @@ void main()
packedORM = vec3(1,1,1);
#endif
float IOR = 1.5; // default Index Of Refraction 1.5 (dielectrics)
-#if HAS_IOR
- reflect0 = vec3(calcF0(IOR));
-#endif
#if DEBUG_PBR_REFLECT0_BASE
vec3 debug_reflect0 = vec3(calcF0(IOR));
#endif
float ao = packedORM.r;
float metal = packedORM.b;
- vec3 c_diff = mix(diffuse.rgb,vec3(0),metal);
vec3 v = -normalize(pos.xyz);
#if DEBUG_PBR_VERT2CAM1
v = vec3(0,0,1);
@@ -292,15 +288,14 @@ void main()
// Reference: getMetallicRoughnessInfo
vec3 base = linear_to_srgb(diffuse.rgb);
float perceptualRough = max(packedORM.g, 0.1);
- float alphaRough = perceptualRough * perceptualRough;
- vec3 reflect0 = mix(vec3(0.04), base, metal); // incidence reflectance 0.04 -> reflect at 0 degrees
- vec3 reflect90 = vec3(1); // reflect at 90 degrees
+ vec3 c_diff, reflect0, reflect90;
+ float alphaRough, specWeight;
+ initMaterial( base, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
#if DEBUG_PBR_REFLECTANCE
float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b );
#endif
// Common to RadianceGGX and RadianceLambertian
- float specWeight = 1.0;
vec2 brdfPoint = clamp(vec2(dotNV, perceptualRough), vec2(0,0), vec2(1,1));
vec2 vScaleBias = getGGX( brdfPoint); // Environment BRDF: scale and bias applied to reflect0
vec3 fresnelR = max(vec3(1.0 - perceptualRough), reflect0) - reflect0; // roughness dependent fresnel
@@ -361,9 +356,6 @@ void main()
#if DEBUG_PBR_SUN_FULL_BRIGHT
vec3 sunlit = vec3(1);
#endif
- vec3 c_diff, reflect0, reflect90;
- initMaterial( base, packedORM, alphaRough, c_diff, reflect0, reflect90, specWeight );
-
// scol = sun shadow
vec3 intensity = ambocc * sunlit * nl * scol;
colorDiffuse += intensity * BRDFLambertian (reflect0, reflect90, c_diff , specWeight, vh);