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authorGeenz <geenz@geenzo.com>2013-04-18 19:43:30 -0400
committerGeenz <geenz@geenzo.com>2013-04-18 19:43:30 -0400
commit6b836eacafd21c1ccac2c7276483ed393a4b406e (patch)
treefc0369eea3840c30d9861c9a764c4b7c6831b23f /indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
parent4afb70eba7a86b43005d5eb3fbd6d27fe12c6075 (diff)
Use GL_SRGB8_ALPHA8 for the diffuse and specular buffers, and correct gamma *before* glow and other post processing effects that don't care about being gamma correct.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl3
1 files changed, 1 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index fa514e5585..332b610197 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -108,7 +108,7 @@ void main()
float noise = texture2D(noiseMap, frag.xy/128.0).b;
- vec3 col = pow(texture2DRect(diffuseRect, frag.xy).rgb, vec3(2.2));
+ vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
float fa = falloff+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
float lit = da * dist_atten * noise;
@@ -116,7 +116,6 @@ void main()
col = color.rgb*lit*col;
vec4 spec = texture2DRect(specularRect, frag.xy);
- spec.rgb = pow(spec.rgb, vec3(2.2));
if (spec.a > 0.0)
{
vec3 npos = -normalize(pos);