From 36949692b63031f70451317445a1a368efbfcaff Mon Sep 17 00:00:00 2001 From: RunitaiLinden Date: Wed, 28 Jun 2023 11:00:10 -0500 Subject: SL-19842 Nudge dynamic exposure coefficient and soften indirect lighting. --- .../shaders/class3/deferred/reflectionProbeF.glsl | 12 +++++++++--- 1 file changed, 9 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3') diff --git a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl index 1b2a34ef01..41821def8e 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/reflectionProbeF.glsl @@ -364,7 +364,8 @@ return texCUBE(envMap, ReflDirectionWS); // dir - ray direction in clip space // i - probe index in refBox/refSphere // d - distance to nearest wall in clip space -vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d) +// scale - scale of box, default 1.0 +vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d, float scale) { // Intersection with OBB convert to unit box space // Transform in local unit parallax cube space (scaled and rotated) @@ -375,7 +376,7 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d) d = 1.0-max(max(abs(PositionLS.x), abs(PositionLS.y)), abs(PositionLS.z)); - vec3 Unitary = vec3(1.0f, 1.0f, 1.0f); + vec3 Unitary = vec3(scale); vec3 FirstPlaneIntersect = (Unitary - PositionLS) / RayLS; vec3 SecondPlaneIntersect = (-Unitary - PositionLS) / RayLS; vec3 FurthestPlane = max(FirstPlaneIntersect, SecondPlaneIntersect); @@ -387,6 +388,11 @@ vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d) return IntersectPositionCS; } +vec3 boxIntersect(vec3 origin, vec3 dir, int i, out float d) +{ + return boxIntersect(origin, dir, i, d, 1.0); +} + void debugBoxCol(vec3 ro, vec3 rd, float t, vec3 p, inout vec4 col) { vec3 v = ro + rd * t; @@ -531,7 +537,7 @@ vec3 tapIrradianceMap(vec3 pos, vec3 dir, out float w, out float dw, vec3 c, int if (refIndex[i].w < 0) { float d = 0.0; - v = boxIntersect(pos, dir, i, d); + v = boxIntersect(pos, dir, i, d, 3.0); w = max(d, 0.001); } else -- cgit v1.2.3