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authorGraham Linden <graham@lindenlab.com>2019-04-30 12:19:35 -0700
committerGraham Linden <graham@lindenlab.com>2019-04-30 12:19:35 -0700
commit1ff876a961dc00b7f162054ea1a9fed79240bffc (patch)
tree5889c6d6386838d93acbe089c896b25d0f9d0a6e /indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
parentbfce96d684d5d056061ce16a36daba9a2bd0aa9d (diff)
SL-11071
Make sun disc and moon shaders use sRGB hardware tex sampling. Remove sun disc shader use of fullbright transport (fogging).
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/moonF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl3
1 files changed, 0 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index cc1636d89d..187b5a62dd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -44,8 +44,6 @@ uniform sampler2D altDiffuseMap;
uniform float blend_factor; // interp factor between moon A/B
VARYING vec2 vary_texcoord0;
-vec3 srgb_to_linear(vec3 c);
-
void main()
{
vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
@@ -60,7 +58,6 @@ void main()
vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
c.rgb = pow(c.rgb, exp);
- c.rgb = srgb_to_linear(c.rgb);
//c.rgb *= moonlight_color.rgb;