diff options
author | Dave Parks <davep@lindenlab.com> | 2013-03-30 15:50:51 -0500 |
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committer | Dave Parks <davep@lindenlab.com> | 2013-03-30 15:50:51 -0500 |
commit | 1f739cb7bc8de7a1cc5faf3218fb350689c7fbcd (patch) | |
tree | 96187e5b6b8e3beb1ed3c8b63288e68dccc9da45 | |
parent | 14f02e48b877569539c96ef5f261ac8b3943579f (diff) |
Cleanup a couple more places where gamma curves were getting applied.
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl | 1 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl | 6 |
2 files changed, 0 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index b6a9417fe7..36433a5827 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -43,7 +43,6 @@ void main() float shadow = 1.0; vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color; - color.rgb = pow(color.rgb, vec3(2.2)); color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 53e5a228fa..bff87cb6aa 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -70,8 +70,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = tc-vec2(0.5); float det = max(1.0-lod/(proj_lod*0.5), 0.0); @@ -87,8 +85,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); float det = min(lod/(proj_lod*0.5), 1.0); @@ -106,8 +102,6 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = tc-vec2(0.5); float d = dot(dist,dist); |