diff options
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl | 14 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/shader_hierarchy.txt | 15 |
2 files changed, 13 insertions, 16 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl index ccf20942e3..35e22ef3a2 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl @@ -113,6 +113,8 @@ vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor, vec3 v, // surface point to camera vec3 l); //surface point to light +vec2 BRDF(float NoV, float roughness); + vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor, float perceptualRoughness, float metallic, @@ -217,8 +219,12 @@ void main() calcDiffuseSpecular(col.rgb, metallic, diffuseColor, specularColor); vec3 v = -normalize(pos.xyz); + color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit, scol, radiance, irradiance, colorEmissive, ao, additive, atten); + float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); + vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRoughness); + vec3 light = vec3(0); // Punctual lights @@ -235,5 +241,11 @@ void main() color.rgb += light.rgb; - frag_color = vec4(color.rgb,basecolor.a * vertex_color.a); + float a = basecolor.a*vertex_color.a; + vec3 spec = radiance; // *specularColor; + float lum = max(max(spec.r, spec.g), spec.b); + + float f = brdf.y; + a += f; + frag_color = vec4(color.rgb,a); } diff --git a/indra/newview/app_settings/shaders/shader_hierarchy.txt b/indra/newview/app_settings/shaders/shader_hierarchy.txt deleted file mode 100644 index 81e1327178..0000000000 --- a/indra/newview/app_settings/shaders/shader_hierarchy.txt +++ /dev/null @@ -1,15 +0,0 @@ -Second Life shader variants are referred to as "classes." - -When a shader of a particular class is loaded, a lower class may -be loaded if the class requested doesn't exist or fails to load -for any reason. In general, shaders that require more resources -or later hardware capabilities should be higher class and -lower classes can be used for fallback implementations or lower -detail settings. - -Which class is chosen will generally depend on graphics preferences. - -Previously, someone tried to enumerate the shaders here, but don't do -that. It messes with searches and the shader hierarchy changes often. - - |