diff options
author | Geenz <geenz@geenzo.com> | 2013-04-17 15:53:09 -0400 |
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committer | Geenz <geenz@geenzo.com> | 2013-04-17 15:53:09 -0400 |
commit | bb5bf632c6c3dea22865a86dc8c13f5de9ce06f0 (patch) | |
tree | ae3ddab3001c060a9513f469ddcdd6ce0f7c21fa /indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | |
parent | c72c3691ecf83875d4ee3e0784b3e76cb4b4633a (diff) |
First pass of gamma correction reimplementation.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 12 |
1 files changed, 7 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 8e638c64eb..e8f3a02c5a 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -60,6 +60,7 @@ uniform float density_multiplier; uniform float distance_multiplier; uniform float max_y; uniform vec4 glow; +uniform float global_gamma; uniform float scene_light_strength; uniform mat3 env_mat; uniform vec4 shadow_clip; @@ -233,9 +234,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) { + tmpAmbient))); //brightness of surface both sunlight and ambient - setSunlitColor(vec3(sunlight * .5)); - setAmblitColor(vec3(tmpAmbient * .25)); - setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1)); + 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); } vec3 atmosLighting(vec3 light) @@ -293,9 +294,9 @@ void main() float envIntensity = norm.z; norm.xyz = decode_normal(norm.xy); float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); - da = pow(da, 0.7); vec4 diffuse = texture2DRect(diffuseRect, tc); + diffuse.rgb = pow(diffuse.rgb, vec3(2.2)); vec3 col; float bloom = 0.0; @@ -303,6 +304,7 @@ void main() if (diffuse.a < 0.9) { vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + spec.rgb = pow(spec.rgb, vec3(2.2)); vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; float scol = max(scol_ambocc.r, diffuse.a); @@ -330,7 +332,7 @@ void main() //add environmentmap vec3 env_vec = env_mat * refnormpersp; - col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, + col = mix(col.rgb, pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2, max(envIntensity-diffuse.a*2.0, 0.0)); } |