https://github.com/secondlife/viewer-issues/issues/23 Fix for merge up to the featurettes branch, and reflection probes being "hazy"
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4d39d88997
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42b51bfd2c
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@ -114,8 +114,8 @@ vec3 pbrBaseLight(vec3 diffuseColor,
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vec3 additive,
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vec3 atten);
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vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
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float perceptualRoughness,
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vec3 pbrPunctual(vec3 diffuseColor, vec3 specularColor,
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float perceptualRoughness,
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float metallic,
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vec3 n, // normal
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vec3 v, // surface point to camera
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@ -176,9 +176,9 @@ void main()
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vec3 irradiance = vec3(0);
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vec3 radiance = vec3(0);
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if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR) || GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_MIRROR))
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if (GET_GBUFFER_FLAG(GBUFFER_FLAG_HAS_PBR))
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{
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vec3 orm = texture(specularRect, tc).rgb;
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vec3 orm = texture(specularRect, tc).rgb;
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float perceptualRoughness = orm.g;
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float metallic = orm.b;
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float ao = orm.r;
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@ -275,12 +275,7 @@ void main()
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applyLegacyEnv(color, legacyenv, spec, pos.xyz, norm.xyz, envIntensity);
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}
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}
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#ifdef WATER_FOG
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vec4 fogged = applyWaterFogViewLinear(pos.xyz, vec4(color, bloom));
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color = fogged.rgb;
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#endif
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frag_color.rgb = max(color.rgb, vec3(0)); //output linear since local lights will be added to this shader's results
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frag_color.a = 0.0;
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}
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