diff options
| author | Dave Houlton <euclid@lindenlab.com> | 2020-02-04 21:36:06 +0000 | 
|---|---|---|
| committer | Dave Houlton <euclid@lindenlab.com> | 2020-02-04 21:36:06 +0000 | 
| commit | 3adbc44a072bbce9be08ea863cdea336ddb55444 (patch) | |
| tree | 89c10e17f3ede1949edab3ea614cb7d68353553f /indra/newview/app_settings/shaders/class1/deferred | |
| parent | 064864e5fb94b858ab18282cf3d5e542b89ee08d (diff) | |
| parent | c1652b4c42256b2e9dd6a564a83681c87d1a3528 (diff) | |
Merged in SL12005 (pull request #7)
SL-12005 FIXED, back out SRGB changes for projector spotlights
Approved-by: Michael Pohoreski <ptolemy@lindenlab.com>
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl | 4 | 
2 files changed, 6 insertions, 2 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index e28506dcff..a690cc45a8 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -178,7 +178,9 @@ void main()  	vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; -    diff_tex.rgb = srgb_to_linear(diff_tex.rgb); +    // SL-12005 Projector light pops as we get closer, more objectionable than being in wrong color space. +    //          We can't switch to linear here unless we do it everywhere +    //diff_tex.rgb = srgb_to_linear(diff_tex.rgb);  	vec3 dlit = vec3(0, 0, 0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 5e985618f7..2216afe609 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -177,7 +177,9 @@ void main()  	float da = dot(norm, lv);  	vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; -    diff_tex.rgb = srgb_to_linear(diff_tex.rgb); +    // SL-12005 Projector light pops as we get closer, more objectionable than being in wrong color space. +    //          We can't switch to linear here unless we do it everywhere +    //diff_tex.rgb = srgb_to_linear(diff_tex.rgb);  	vec4 spec = texture2DRect(specularRect, frag.xy); | 
