Skip to content
GitLab
Explore
Sign in
Register
Primary navigation
Search or go to…
Project
XDG Integration
Manage
Activity
Members
Labels
Plan
Issues
Issue boards
Milestones
Wiki
Requirements
Code
Merge requests
Repository
Branches
Commits
Tags
Repository graph
Compare revisions
Snippets
Locked files
Build
Pipelines
Jobs
Pipeline schedules
Test cases
Artifacts
Deploy
Releases
Package Registry
Model registry
Operate
Environments
Terraform modules
Monitor
Incidents
Analyze
Value stream analytics
Contributor analytics
CI/CD analytics
Repository analytics
Code review analytics
Issue analytics
Insights
Model experiments
Help
Help
Support
GitLab documentation
Compare GitLab plans
Community forum
Contribute to GitLab
Provide feedback
Terms and privacy
Keyboard shortcuts
?
Snippets
Groups
Projects
Silent mode is enabled
All outbound communications are blocked.
Learn more
.
Show more breadcrumbs
JennaHuntsman
XDG Integration
Commits
7e901e55
Commit
7e901e55
authored
2 years ago
by
Ptolemy
Browse files
Options
Downloads
Patches
Plain Diff
SL-17274: PBR: Cleanup alignment
parent
4257bf7b
No related branches found
No related tags found
2 merge requests
!3
Update to main branch
,
!2
Rebase onto current main branch
Changes
1
Hide whitespace changes
Inline
Side-by-side
Showing
1 changed file
indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+11
-11
11 additions, 11 deletions
...ew/app_settings/shaders/class3/deferred/softenLightF.glsl
with
11 additions
and
11 deletions
indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+
11
−
11
View file @
7e901e55
...
...
@@ -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
;
...
...
This diff is collapsed.
Click to expand it.
Preview
0%
Loading
Try again
or
attach a new file
.
Cancel
You are about to add
0
people
to the discussion. Proceed with caution.
Finish editing this message first!
Save comment
Cancel
Please
register
or
sign in
to comment