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author | Graham Linden <graham@lindenlab.com> | 2013-07-23 16:09:58 -0700 |
---|---|---|
committer | Graham Linden <graham@lindenlab.com> | 2013-07-23 16:09:58 -0700 |
commit | 72a0ae58e909b017c07e543bc99adc1db5e89180 (patch) | |
tree | 72b2ca07e2e9f6c3d306fe667890f4ace4c6b1e4 | |
parent | 96869baaefae1f322bff5114429e7fa73b6d4bf9 (diff) |
NORSPEC-293 fix sRGB to linear conversion to not scrooge the darks
5 files changed, 28 insertions, 25 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index c8c23c6ce4..b928761358 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -189,6 +189,11 @@ vec3 srgb_to_linear(vec3 cs) cl = { { ((cs + 0.055)/1.055)^2.4, cs > 0.04045*/ + vec3 low_range = cs / vec3(12.92); + + if (((cs.r + cs.g + cs.b) / 3) <= 0.04045) + return low_range; + return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 10b899c91d..6fe34b887a 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -39,34 +39,15 @@ vec2 encode_normal(vec3 n) return n.xy / f + 0.5; } -vec3 srgb_to_linear(vec3 cs) -{ - -/* { cs / 12.92, cs <= 0.04045 - cl = { - { ((cs + 0.055)/1.055)^2.4, cs > 0.04045*/ - - return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); -} - -vec3 linear_to_srgb(vec3 cl) -{ - /*{ 0.0, 0 <= cl - { 12.92 * c, 0 < cl < 0.0031308 - cs = { 1.055 * cl^0.41666 - 0.055, 0.0031308 <= cl < 1 - { 1.0, cl >= 1*/ - - return 1.055 * pow(cl, vec3(0.41666)) - 0.055; -} - void main() { - vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; + vec4 diff = diffuseLookup(vary_texcoord0.xy); + vec3 col = vertex_color.rgb * diff.rgb; vec3 spec; spec.rgb = vec3(vertex_color.a); - frag_data[0] = vec4(col, 0.0); + frag_data[0] = vec4(col, 0); frag_data[1] = vec4(spec, vertex_color.a); // spec vec3 nvn = normalize(vary_normal); frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 52842c27cc..e028eef900 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -38,6 +38,11 @@ vec3 srgb_to_linear(vec3 cs) cl = { { ((cs + 0.055)/1.055)^2.4, cs > 0.04045*/ + vec3 low_range = cs / vec3(12.92); + + if (((cs.r + cs.g + cs.b) / 3) <= 0.04045) + return low_range; + return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 1f5cab6cd5..6f11e8427c 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -86,6 +86,11 @@ vec3 srgb_to_linear(vec3 cs) cl = { { ((cs + 0.055)/1.055)^2.4, cs > 0.04045*/ + vec3 low_range = cs / vec3(12.92); + + if (((cs.r + cs.g + cs.b) / 3) <= 0.04045) + return low_range; + return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); } diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 233985631b..dbb32c40f4 100755 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -85,6 +85,11 @@ vec3 srgb_to_linear(vec3 cs) cl = { { ((cs + 0.055)/1.055)^2.4, cs > 0.04045*/ + vec3 low_range = cs / vec3(12.92); + + if (((cs.r + cs.g + cs.b) / 3) <= 0.04045) + return low_range; + return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); } @@ -420,6 +425,7 @@ void main() col *= diffuse.rgb; + vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); if (spec.a > 0.0) // specular reflection @@ -445,11 +451,10 @@ void main() vec3 refcol = textureCube(environmentMap, env_vec).rgb; - col = mix(col.rgb, refcol, - envIntensity); + col = mix(col.rgb, refcol, envIntensity); } - + if (norm.w < 0.5) { col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); @@ -462,6 +467,8 @@ void main() bloom = fogged.a; #endif + + col = srgb_to_linear(col); //col = vec3(1,0,1); |