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authorDave Parks <davep@lindenlab.com>2013-03-30 15:50:51 -0500
committerDave Parks <davep@lindenlab.com>2013-03-30 15:50:51 -0500
commit1f739cb7bc8de7a1cc5faf3218fb350689c7fbcd (patch)
tree96187e5b6b8e3beb1ed3c8b63288e68dccc9da45
parent14f02e48b877569539c96ef5f261ac8b3943579f (diff)
Cleanup a couple more places where gamma curves were getting applied.
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl6
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);