From 3e2da8e584b082135ca7eeba624b0e362e111e6b Mon Sep 17 00:00:00 2001 From: "Jonathan \"Geenz\" Goodman" Date: Sat, 22 Feb 2025 14:17:43 -0500 Subject: Accidental double linearization, try roughness ^2 for water punctual light. --- indra/newview/app_settings/shaders/class3/environment/waterF.glsl | 6 +++--- 1 file changed, 3 insertions(+), 3 deletions(-) (limited to 'indra/newview/app_settings') diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 35b2f8bd10..2c87937906 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -25,7 +25,7 @@ // class3/environment/waterF.glsl -#define WATER_MINIMAL 1 +#define WATER_MINIMAL_PLUS 1 out vec4 frag_color; @@ -255,7 +255,7 @@ void main() shadow = sampleDirectionalShadow(pos.xyz, norm.xyz, distort); #endif - vec3 sunlit_linear = srgb_to_linear(sunlit); + vec3 sunlit_linear = (sunlit); float fade = 1; #ifdef TRANSPARENT_WATER float depth = texture(depthMap, distort).r; @@ -315,7 +315,7 @@ void main() vec3 diffPunc = vec3(0); vec3 specPunc = vec3(0); - pbrPunctual(diffuseColor, specularColor, perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc); + pbrPunctual(diffuseColor, specularColor, perceptualRoughness * perceptualRoughness, metallic, normalize(wavef+up*max(dist, 32.0)/32.0*(1.0-vdu)), v, normalize(light_dir), nl, diffPunc, specPunc); vec3 punctual = clamp(nl * (diffPunc + specPunc), vec3(0), vec3(10)) * sunlit_linear * shadow; radiance *= df2.y; -- cgit v1.2.3