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authorRunitai Linden <davep@lindenlab.com>2020-03-05 16:28:06 -0600
committerRunitai Linden <davep@lindenlab.com>2020-03-05 16:28:06 -0600
commit7c7d71269f5b47397d14bbe44e341e4ac1d96889 (patch)
treeea9ff1c27a6e067d225929b2f28d637db32d20bf /indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
parent90ad38db065877be16371e7814a39618135a30ab (diff)
WIP - Windlight sun lighting should happen in sRGB space, not linear space. This keeps ambient from getting overblown and better matches environment lighting with ALM on/off.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index bacdb6f70f..58d573c724 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -106,7 +106,7 @@ void main()
vec3 atten;
calcAtmosphericVars(pos.xyz, light_dir, ambocc, sunlit, amblit, additive, atten, true);
-
+
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
@@ -127,7 +127,7 @@ vec3 post_ambient = color.rgb;
vec3 post_sunlight = color.rgb;
- color.rgb *= diffuse_linear.rgb;
+ color.rgb *= diffuse_srgb.rgb;
vec3 post_diffuse = color.rgb;
@@ -218,6 +218,6 @@ vec3 post_atmo = color.rgb;
//output linear RGB as lights are summed up in linear space and then gamma corrected prior to the
//post deferred passes
- frag_color.rgb = color.rgb;
+ frag_color.rgb = srgb_to_linear(color.rgb);
frag_color.a = bloom;
}