summaryrefslogtreecommitdiff
path: root/indra/llrender/llrender.cpp
diff options
context:
space:
mode:
authorGeenz <geenz@geenzo.com>2019-03-29 08:11:56 -0700
committerGeenz <geenz@geenzo.com>2019-03-29 08:11:56 -0700
commit57d88a8a98ef8663b9064b12143beb4068e58f86 (patch)
tree8b37cf56aa5e6d0882caee2bcd79b22c90f5350b /indra/llrender/llrender.cpp
parent3fa8b844c39311a2e4e319a8d4f7ab2c848ae140 (diff)
Gamma correction pass 2:
Make sure lights are in the correct color space. Bonus: cache the sRGB color in setLightColor on point and spot lights. Frees up a pow and some multiplies on the CPU every frame.
Diffstat (limited to 'indra/llrender/llrender.cpp')
-rw-r--r--indra/llrender/llrender.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/llrender/llrender.cpp b/indra/llrender/llrender.cpp
index 2bf7ad9902..fe6010fabd 100644
--- a/indra/llrender/llrender.cpp
+++ b/indra/llrender/llrender.cpp
@@ -1193,7 +1193,7 @@ void LLRender::syncLightState()
shader->uniform3fv(LLShaderMgr::LIGHT_DIRECTION, 8, direction[0].mV);
shader->uniform4fv(LLShaderMgr::LIGHT_ATTENUATION, 8, attenuation[0].mV);
shader->uniform3fv(LLShaderMgr::LIGHT_DIFFUSE, 8, diffuse[0].mV);
- shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, mAmbientLightColor.mV);
+ shader->uniform4fv(LLShaderMgr::LIGHT_AMBIENT, 1, srgbColor4(mAmbientLightColor).mV);
shader->uniform1i(LLShaderMgr::SUN_UP_FACTOR, sun_primary[0] ? 1 : 0);
shader->uniform4fv(LLShaderMgr::MOONLIGHT_COLOR, 1, diffuse_b[0].mV);
}