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author | Graham Linden <graham@lindenlab.com> | 2018-09-17 20:09:58 +0100 |
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committer | Graham Linden <graham@lindenlab.com> | 2018-09-17 20:09:58 +0100 |
commit | eb5038fe755fd90b927359cd9fccd9ef2e951ca5 (patch) | |
tree | 5461d8ea45c6299fcba36b9c1e0404869fab3daf | |
parent | 9581a197aceba7647ab9153513089570f11c4f9a (diff) |
SL-9618
Remove extraneous linear to sRGB conversion causing underwater refracted screen tex to be brighter than it should be.
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index 3a8565ee38..db1eab23fb 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -115,7 +115,7 @@ void main() vec4 fb = texture2D(screenTex, distort); - frag_data[0] = vec4(linear_to_srgb(fb.rgb), 1.0); // diffuse + frag_data[0] = vec4(fb.rgb, 1.0); // diffuse frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace } |