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;
-- 
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