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authorGeenz <geenz@geenzo.com>2013-04-29 14:15:59 -0400
committerGeenz <geenz@geenzo.com>2013-04-29 14:15:59 -0400
commit2a96a5f3eae9c0cf5a239a6734a8a656a71c2cb7 (patch)
tree9a489f4890ac34eed41602d3c45a79644113fab6 /indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
parent4ae48c225b1bb82a5667757fea53ff5c0646a5c4 (diff)
Fix any missing color space conversions where appropriate, tweak the sun's intensity to match pre-gamma correction results, and also mask spotlight specular by the projected texture.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl8
1 files changed, 4 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 3d39394c32..f95fe59be2 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -234,9 +234,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
- setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * 3.3);
- setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * 3.3);
- setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * 3.3);
+ setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma);
+ setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma);
+ setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma);
}
vec3 atmosLighting(vec3 light)
@@ -311,7 +311,7 @@ void main()
calcAtmospherics(pos.xyz, ambocc);
col = atmosAmbient(vec3(0));
- col += atmosAffectDirectionalLight(max(min(da, scol), diffuse.a));
+ col += atmosAffectDirectionalLight(max(min(da, scol) * 2.6, diffuse.a));
col *= diffuse.rgb;