diff options
author | Geenz <geenz@geenzo.com> | 2013-04-18 19:43:30 -0400 |
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committer | Geenz <geenz@geenzo.com> | 2013-04-18 19:43:30 -0400 |
commit | 6b836eacafd21c1ccac2c7276483ed393a4b406e (patch) | |
tree | fc0369eea3840c30d9861c9a764c4b7c6831b23f /indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl | |
parent | 4afb70eba7a86b43005d5eb3fbd6d27fe12c6075 (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.glsl | 3 |
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); |