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authorDave Houlton <euclid@lindenlab.com>2020-02-03 17:41:54 -0700
committerDave Houlton <euclid@lindenlab.com>2020-02-04 10:45:05 -0700
commitc1652b4c42256b2e9dd6a564a83681c87d1a3528 (patch)
tree89c10e17f3ede1949edab3ea614cb7d68353553f /indra/newview/app_settings/shaders/class1/deferred
parent064864e5fb94b858ab18282cf3d5e542b89ee08d (diff)
SL-12005, back out SRGB changes for projector spotlights
Deferred spotlights were transitioned srdb->linear in commit 653133b The lights transition between the deferred and (some other) path at fixed camera distance, causing a distinct light-level pop. Backing out this change to avoid the pop. Note to the future: pick a light space at the beginning and stick with it.
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl4
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);