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authorGraham Linden <graham@lindenlab.com>2019-05-02 13:49:35 -0700
committerGraham Linden <graham@lindenlab.com>2019-05-02 13:49:35 -0700
commitc4032528aff8ef1938e897ec583bbf25a3e713e1 (patch)
tree4addd3b6619e6e911898d09ef446d0d40ef8a73e /indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
parent1ff876a961dc00b7f162054ea1a9fed79240bffc (diff)
Roll back sRGB decode changes from contrib for now.
Fix direct light matching across alpha/blended-material/deferred. Get diffuse lighting to match from Low to Ultra.
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, 3 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index 187b5a62dd..8256d5f106 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -44,12 +44,15 @@ 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);
vec4 moonB = texture2D(altDiffuseMap, vary_texcoord0.xy);
vec4 c = mix(moonA, moonB, blend_factor);
+ c.rgb = srgb_to_linear(c.rgb);
+
// mix factor which blends when sunlight is brighter
// and shows true moon color at night
vec3 luma_weights = vec3(0.3, 0.5, 0.3);