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author | Graham Linden <graham@lindenlab.com> | 2019-04-30 12:19:35 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-04-30 12:19:35 -0700 |
commit | 1ff876a961dc00b7f162054ea1a9fed79240bffc (patch) | |
tree | 5889c6d6386838d93acbe089c896b25d0f9d0a6e /indra/newview/app_settings/shaders/class1/deferred/moonF.glsl | |
parent | bfce96d684d5d056061ce16a36daba9a2bd0aa9d (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.glsl | 3 |
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; |