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authorRunitaiLinden <davep@lindenlab.com>2023-04-11 15:09:58 -0500
committerGitHub <noreply@github.com>2023-04-11 15:09:58 -0500
commit2b2154f0217758b27b544d066024d922ba234d51 (patch)
treefafed45d3e9cc21b04e2babf6bf19d1a476fc88a /indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
parent474739226433a74cdca05a949586139a9c9c0bbd (diff)
SL-19564 Rebalance exposure and sky. Hack legacy diffuse map saturation and brightness to allow ACES Hill all the time.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl22
1 files changed, 7 insertions, 15 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
index ae6bdbba95..de766d6bc7 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -105,29 +105,21 @@ vec3 toneMapACES_Hill(vec3 color)
uniform float exposure;
uniform float gamma;
+vec3 legacy_adjust_post(vec3 c);
+
vec3 toneMap(vec3 color, float gs)
{
float exp_scale = texture(exposureMap, vec2(0.5,0.5)).r;
color *= exposure * exp_scale * gs;
-#ifdef TONEMAP_ACES_NARKOWICZ
- color = toneMapACES_Narkowicz(color);
-#endif
-
-#ifdef TONEMAP_ACES_HILL
color = toneMapACES_Hill(color);
-#endif
-#ifdef TONEMAP_ACES_HILL_EXPOSURE_BOOST
- // boost exposure as discussed in https://github.com/mrdoob/three.js/pull/19621
- // this factor is based on the exposure correction of Krzysztof Narkowicz in his
- // implemetation of ACES tone mapping
- color *= 1.0/0.6;
- color = toneMapACES_Hill(color);
-#endif
+ color = linear_to_srgb(color);
- return linear_to_srgb(color);
+ color = legacy_adjust_post(color);
+
+ return color;
}
//===============================================================
@@ -181,7 +173,7 @@ vec3 legacyGamma(vec3 color)
float legacyGammaApprox()
{
- //TODO -- figure out how to plumb this in as a uniform
+ //TODO -- figure out how to plumb this in as a uniform
float c = 0.5;
float gc = 1.0-pow(c, gamma);