diff options
author | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-03-31 10:54:19 -0700 |
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committer | Jonathan "Geenz" Goodman <geenz@geenzo.com> | 2023-03-31 10:54:19 -0700 |
commit | b44ad50f75724a5d9e53bd52d2724111568caf24 (patch) | |
tree | c1f93e169fadbffd7f2b7158dc39f60e4d29b2a8 /indra/newview/app_settings/shaders/class1/interface | |
parent | b130831106d058f0be5414a9a3bcaa99636c7bc0 (diff) |
Move glow extract to be after tonemapping.
SL-19513
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/interface')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl | 3 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl | 3 |
2 files changed, 4 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl index 770c436ede..3b25a5df16 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineF.glsl @@ -31,12 +31,13 @@ out vec4 frag_color; uniform sampler2D diffuseRect; uniform sampler2D depthMap; +uniform sampler2D emissiveRect; in vec2 tc; void main() { - frag_color = texture2D(diffuseRect, tc); + frag_color = texture2D(diffuseRect, tc) + texture2D(emissiveRect, tc); gl_FragDepth = texture(depthMap, tc).r; } diff --git a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl index c50548d528..6cc83138a2 100644 --- a/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/glowcombineFXAAF.glsl @@ -30,6 +30,7 @@ out vec4 frag_color; uniform sampler2D diffuseRect; +uniform sampler2D emissiveRect; uniform vec2 screen_res; @@ -37,7 +38,7 @@ in vec2 vary_tc; void main() { - vec3 col = texture(diffuseRect, vary_tc).rgb; + vec3 col = texture(diffuseRect, vary_tc).rgb + texture(emissiveRect, vary_tc).rgb; frag_color = vec4(col.rgb, dot(col.rgb, vec3(0.299, 0.587, 0.144))); } |