diff options
Diffstat (limited to 'indra')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 22 |
1 files changed, 11 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 6f7f4976f3..5c62c3bc4a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -239,12 +239,12 @@ void main() // Reference: getMetallicRoughnessInfo float perceptualRough = packedORM.g; - float alphaRough = perceptualRough * perceptualRough; - vec3 colorDiff = mix( diffuse.rgb, vec3(0) , metal); - reflect0 = mix( reflect0 , diffuse.rgb, metal); // reflect at 0 degrees - reflect90 = vec3(1); // reflect at 90 degrees + float alphaRough = perceptualRough * perceptualRough; + vec3 colorDiff = mix( diffuse.rgb, vec3(0) , metal); + reflect0 = mix( reflect0 , diffuse.rgb, metal); // reflect at 0 degrees + reflect90 = vec3(1); // reflect at 90 degrees #if DEBUG_PBR_REFLECTANCE - float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b ); + float reflectance = max( max( reflect0.r, reflect0.g ), reflect0.b ); #endif // Common to RadianceGGX and RadianceLambertian @@ -270,12 +270,12 @@ void main() // Reference: getIBLRadianceLambertian vec3 FssEssLambert = specWeight * kSpec * vScaleBias.x + vScaleBias.y; // NOTE: Very similar to FssEssRadiance but with extra specWeight term - float Ems = (1.0 - vScaleBias.x + vScaleBias.y); - vec3 avg = specWeight * (reflect0 + (1.0 - reflect0) / 21.0); - vec3 AvgEms = avg * Ems; - vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms); - vec3 kDiffuse = colorDiffuse * (1.0 - FssEssLambert + FmsEms); - colorDiffuse += (FmsEms + kDiffuse) * irradiance; + float Ems = (1.0 - vScaleBias.x + vScaleBias.y); + vec3 avg = specWeight * (reflect0 + (1.0 - reflect0) / 21.0); + vec3 AvgEms = avg * Ems; + vec3 FmsEms = AvgEms * FssEssLambert / (1.0 - AvgEms); + vec3 kDiffuse = colorDiffuse * (1.0 - FssEssLambert + FmsEms); + colorDiffuse += (FmsEms + kDiffuse) * irradiance; float occlusion_strength = 1.0; // TODO: From glb float ao = packedORM.r; |