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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl1
3 files changed, 3 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
index 55e45ce0af..c8eaba6418 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl
@@ -387,7 +387,7 @@ vec3 pbrIbl(vec3 diffuseColor,
{
// retrieve a scale and bias to F0. See [1], Figure 3
vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough);
- vec3 diffuseLight = irradiance*1.25; //magic 1.25 to balance with legacy materials
+ vec3 diffuseLight = irradiance;
vec3 specularLight = radiance;
vec3 diffuse = diffuseLight * diffuseColor;
@@ -563,7 +563,7 @@ vec3 pbrBaseLight(vec3 diffuseColor, vec3 specularColor, float metallic, vec3 v,
vec3 ibl_spec;
color += pbrIbl(diffuseColor, specularColor, radiance, irradiance, ao, NdotV, perceptualRoughness, ibl_spec);
- color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 3.9 * scol; //magic number to balance with legacy materials
+ color += pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, norm, v, normalize(light_dir), specContrib) * sunlit * 3.0 * scol; //magic number to balance with legacy materials
specContrib *= sunlit * 2.75 * scol;
specContrib += ibl_spec;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index 9ac106149e..d678973515 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -152,7 +152,7 @@ vec3 calcPointLightOrSpotLight(vec3 diffuseColor, vec3 specularColor,
// spot*spot => GL_SPOT_EXPONENT=2
float spot_atten = spot*spot;
- vec3 intensity = spot_atten * dist_atten * lightColor * 3.9; //magic number to balance with legacy materials
+ vec3 intensity = spot_atten * dist_atten * lightColor * 3.0; //magic number to balance with legacy materials
vec3 speccol;
color = intensity*pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, n.xyz, v, lv, speccol);
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 53c5b1b801..409b46218b 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -203,7 +203,6 @@ void main()
calcDiffuseSpecular(baseColor.rgb, metallic, diffuseColor, specularColor);
vec3 v = -normalize(pos.xyz);
- color = vec3(1,0,1);
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten);
if (do_atmospherics)