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author | Graham Linden <graham@lindenlab.com> | 2019-05-22 11:00:30 -0700 |
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committer | Graham Linden <graham@lindenlab.com> | 2019-05-22 11:00:30 -0700 |
commit | db091d23db70952b4ad8b610ef02942a8f13f223 (patch) | |
tree | 8e7a4013eb2927692b735b479de417e501d673e6 /indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl | |
parent | e9dbee00262a437e4b3f971b37ea636e92032133 (diff) |
SL-10969
Fix linear attenuation on forward projector lighting.
Revert setup of falloff to prev code.
Revert deferred water spec and tweak refl/refr blend.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl | 6 |
1 files changed, 5 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 d09bc25334..c6417fa532 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -71,10 +71,12 @@ uniform vec2 screen_res; uniform mat4 inv_proj; vec3 getNorm(vec2 pos_screen); +vec3 srgb_to_linear(vec3 c); vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -94,6 +96,7 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -111,6 +114,7 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); + ret.rgb = srgb_to_linear(ret.rgb); vec2 dist = tc-vec2(0.5); @@ -268,7 +272,7 @@ void main() } } } - +//col.rgb = vec3(0); frag_color.rgb = col; frag_color.a = 0.0; } |