From 9b956c774c373f058ee64fe60ab1fadfd7c8fa21 Mon Sep 17 00:00:00 2001 From: Ptolemy Date: Wed, 6 Jul 2022 20:50:00 -0700 Subject: SL-17736: PBR: Add irradiance hack to have more even lighting and not lose details --- indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 5 +++++ 1 file changed, 5 insertions(+) diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index c5b27ec52c..3b1003f83b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -25,6 +25,8 @@ #define PBR_USE_GGX_APPROX 1 #define PBR_USE_GGX_EMS_HACK 1 +#define PBR_USE_IRRADIANCE_HACK 1 + #define DEBUG_PBR_PACKORM0 0 // Rough=0, Metal=0 #define DEBUG_PBR_PACKORM1 0 // Rough=1, Metal=1 @@ -294,6 +296,9 @@ void main() vec3 debug_irradiance = irradiance; #endif irradiance = max(amblit,irradiance); +#if PBR_USE_IRRADIANCE_HACK + irradiance += amblit*0.5*vec3(dot(n, light_dir)); +#endif specLight = srgb_to_linear(specLight); #if HAS_IBL kSpec = mix( kSpec, iridescenceFresnel, iridescenceFactor); -- cgit v1.2.3