From dba71e3c2dacf2d8153c762d3a09d7f8ae20f497 Mon Sep 17 00:00:00 2001 From: Rye Mutt <rye@alchemyviewer.org> Date: Thu, 28 Sep 2023 10:51:05 -0400 Subject: [PATCH] Remove pointless Y flip of BRDF lut --- .../app_settings/shaders/class1/deferred/deferredUtil.glsl | 2 +- .../app_settings/shaders/class1/deferred/genbrdflutF.glsl | 2 +- .../newview/app_settings/shaders/class3/environment/waterF.glsl | 2 +- 3 files changed, 3 insertions(+), 3 deletions(-) diff --git a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl index dbcb995ba64..1dd697b43d6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/deferredUtil.glsl @@ -392,7 +392,7 @@ vec3 pbrIbl(vec3 diffuseColor, out vec3 specContrib) { // retrieve a scale and bias to F0. See [1], Figure 3 - vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0-perceptualRough); + vec2 brdf = BRDF(clamp(nv, 0, 1), perceptualRough); vec3 diffuseLight = irradiance; vec3 specularLight = radiance; diff --git a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl index 9f01c289f52..536538edd64 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/genbrdflutF.glsl @@ -135,5 +135,5 @@ vec2 BRDF(float NoV, float roughness) void main() { - outColor = vec4(BRDF(vary_uv.s, 1.0-vary_uv.t), 0.0, 1.0); + outColor = vec4(BRDF(vary_uv.s, vary_uv.t), 0.0, 1.0); } diff --git a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl index 2411542c598..a3a4a1a492a 100644 --- a/indra/newview/app_settings/shaders/class3/environment/waterF.glsl +++ b/indra/newview/app_settings/shaders/class3/environment/waterF.glsl @@ -265,7 +265,7 @@ void main() color += ibl; float nv = clamp(abs(dot(norm.xyz, v)), 0.001, 1.0); - vec2 brdf = BRDF(clamp(nv, 0, 1), 1.0); + vec2 brdf = BRDF(clamp(nv, 0, 1), 0.0); float f = 1.0-brdf.x; //1.0 - (brdf.x+brdf.y); f *= 0.9; f *= f; -- GitLab