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authormobserveur <mobserveur@gmail.com>2025-10-02 14:35:34 +0200
committermobserveur <mobserveur@gmail.com>2025-10-02 14:35:34 +0200
commit37bfe659ad0e4eaad4e3697f27947aaea4db8427 (patch)
treee0f1fe2993b9dd58054eaee58477ddd00e7db369 /indra/newview/app_settings/shaders/class1
parent8aa2fe7bf74870780aa0f9ae49eea2e89287bced (diff)
Fixes visual glitches after 2025.07 merge
This commit fixes the visual glitches after the 2025.07 merging. It also allows the user to set a very short draw distance (this can be useful for photography)
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/MPHDRDisplayGammaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl10
2 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/MPHDRDisplayGammaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/MPHDRDisplayGammaF.glsl
index 7107cfcbce..503974cb7c 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/MPHDRDisplayGammaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/MPHDRDisplayGammaF.glsl
@@ -30,7 +30,7 @@ out vec4 frag_color;
uniform sampler2D diffuseRect;
uniform float gamma = 2.2;
-uniform float mpHDRBoost;
+uniform float mpHDRBoost = 1.0;
in vec2 vary_fragcoord;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
index 5837308965..10a48f1e01 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
@@ -1373,7 +1373,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
SMAA_BRANCH
if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {
float4 color = SMAASampleLevelZero(colorTex, texcoord);
- color.rgb = srgb_to_linear(color.rgb);
+ //color.rgb = srgb_to_linear(color.rgb);
#if SMAA_REPROJECTION
float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord));
@@ -1382,7 +1382,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
color.a = sqrt(5.0 * length(velocity));
#endif
- color.rgb = linear_to_srgb(color.rgb);
+ //color.rgb = linear_to_srgb(color.rgb);
return color;
} else {
bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical)
@@ -1400,11 +1400,11 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
// We exploit bilinear filtering to mix current pixel with the chosen
// neighbor:
float4 color = SMAASampleLevelZero(colorTex, blendingCoord.xy);
- color.rgb = srgb_to_linear(color.rgb);
+ //color.rgb = srgb_to_linear(color.rgb);
color = blendingWeight.x * color;
float4 color2 = SMAASampleLevelZero(colorTex, blendingCoord.zw);
- color2.rgb = srgb_to_linear(color2.rgb);
+ //color2.rgb = srgb_to_linear(color2.rgb);
color += blendingWeight.y * color2;
#if SMAA_REPROJECTION
@@ -1416,7 +1416,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
color.a = sqrt(5.0 * length(velocity));
#endif
- color.rgb = linear_to_srgb(color.rgb);
+ //color.rgb = linear_to_srgb(color.rgb);
return color;
}
}