diff options
author | Runitai Linden <davep@lindenlab.com> | 2020-03-26 16:48:33 -0500 |
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committer | Runitai Linden <davep@lindenlab.com> | 2020-03-26 16:48:33 -0500 |
commit | d756e185730f46fd78e88215e0b4b9fd282fd1d7 (patch) | |
tree | ec1fc367436fd8ad904d0344a77bc753086aaa37 /indra/llmath/llmath.h | |
parent | 9e0cf3edaab99cc1c427e590c179d6dd604f4567 (diff) |
SL-12902 Fix for doing the technically correct but compatibility wrong thing WRT light color values.
Diffstat (limited to 'indra/llmath/llmath.h')
-rw-r--r-- | indra/llmath/llmath.h | 17 |
1 files changed, 13 insertions, 4 deletions
diff --git a/indra/llmath/llmath.h b/indra/llmath/llmath.h index 57f2489a2d..8f01ad6c1c 100644 --- a/indra/llmath/llmath.h +++ b/indra/llmath/llmath.h @@ -537,9 +537,12 @@ inline void ll_remove_outliers(std::vector<VEC_TYPE>& data, F32 k) } } -// This converts from a non-linear sRGB floating point value (0..1) to a linear value. -// Useful for gamma correction and such. Note: any values passed through this should not be serialized. You should also ideally cache the output of this. -inline float sRGBtoLinear(const float val) { +// Converts given value from a linear RGB floating point value (0..1) to a gamma corrected (sRGB) value. +// Some shaders require color values in linear space, while others require color values in gamma corrected (sRGB) space. +// Note: in our code, values labeled as sRGB are ALWAYS gamma corrected linear values, NOT linear values with monitor gamma applied +// Note: stored color values should always be gamma corrected linear (i.e. the values returned from an on-screen color swatch) +// Note: DO NOT cache the conversion. This leads to error prone synchronization and is actually slower in the typical case due to cache misses +inline float linearTosRGB(const float val) { if (val < 0.0031308f) { return val * 12.92f; } @@ -548,7 +551,13 @@ inline float sRGBtoLinear(const float val) { } } -inline float linearTosRGB(const float val) { +// Converts given value from a gamma corrected (sRGB) floating point value (0..1) to a linear color value. +// Some shaders require color values in linear space, while others require color values in gamma corrected (sRGB) space. +// Note: In our code, values labeled as sRGB are gamma corrected linear values, NOT linear values with monitor gamma applied +// Note: Stored color values should generally be gamma corrected sRGB. +// If you're serializing the return value of this function, you're probably doing it wrong. +// Note: DO NOT cache the conversion. This leads to error prone synchronization and is actually slower in the typical case due to cache misses. +inline float sRGBtoLinear(const float val) { if (val < 0.04045f) { return val / 12.92f; } |