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author | Graham Linden <graham@lindenlab.com> | 2013-09-18 18:24:16 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2013-09-18 18:24:16 -0700 |
commit | 95e34d86b9d86b3b3c7d3c39620e35b06f8fa9cf (patch) | |
tree | 5a2652bef97f1bb2d76c0b86482cebe2b2505a79 /indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl | |
parent | 93503a05ec905ef2a8df39802fdc3475c961f3bc (diff) | |
parent | ad777b46d0fe5d790e43efb1771e9f64f3ad3dfb (diff) |
The unbearable lightness of being norspec
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl')
-rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl | 39 |
1 files changed, 38 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index e9e6ba9935..8d8a6c9dde 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -85,9 +85,46 @@ vec3 decode_normal (vec2 enc) return n; } +vec3 srgb_to_linear(vec3 cs) +{ + vec3 low_range = cs / vec3(12.92); + vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); + bvec3 lte = lessThanEqual(cs,vec3(0.04045)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lte.r ? low_range.r : high_range.r; + result.g = lte.g ? low_range.g : high_range.g; + result.b = lte.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lte); +#endif + +} + +vec3 linear_to_srgb(vec3 cl) +{ + cl = clamp(cl, vec3(0), vec3(1)); + vec3 low_range = cl * 12.92; + vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; + bvec3 lt = lessThan(cl,vec3(0.0031308)); + +#ifdef OLD_SELECT + vec3 result; + result.r = lt.r ? low_range.r : high_range.r; + result.g = lt.g ? low_range.g : high_range.g; + result.b = lt.b ? low_range.b : high_range.b; + return result; +#else + return mix(high_range, low_range, lt); +#endif + +} + vec4 correctWithGamma(vec4 col) { - return vec4(pow(col.rgb, vec3(2.2)), col.a); + return vec4(srgb_to_linear(col.rgb), col.a); } vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) |