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authorGraham Linden <graham@lindenlab.com>2013-07-23 16:09:58 -0700
committerGraham Linden <graham@lindenlab.com>2013-07-23 16:09:58 -0700
commit72a0ae58e909b017c07e543bc99adc1db5e89180 (patch)
tree72b2ca07e2e9f6c3d306fe667890f4ace4c6b1e4
parent96869baaefae1f322bff5114429e7fa73b6d4bf9 (diff)
NORSPEC-293 fix sRGB to linear conversion to not scrooge the darks
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaF.glsl5
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl25
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl5
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl5
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl13
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);