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authorGraham Linden <graham@lindenlab.com>2013-07-25 09:36:13 -0700
committerGraham Linden <graham@lindenlab.com>2013-07-25 09:36:13 -0700
commitf357269c38a8627aeb67c82c5ee34b49336e0d8b (patch)
tree1bc688e9548a02799d5c90817193f1a851c74edc /indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
parent24cef8d36b13c02ec06c58cc66d9bce040891069 (diff)
NORSPEC-325 WIP restore gamma (uncorrected) attenuation and unify sRGB conversion in one place
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl')
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl43
1 files changed, 9 insertions, 34 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index fa67c4ecea..db2faa65d7 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -78,35 +78,8 @@ vec3 vary_AtmosAttenuation;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec3 srgb_to_linear(vec3 cs)
-{
-
-/* { cs / 12.92, cs <= 0.04045
- cl = {
- { ((cs + 0.055)/1.055)^2.4, cs > 0.04045*/
-
- vec3 low_range = cs / vec3(12.92);
-
- if (((cs.r + cs.g + cs.b) / 3) <= 0.04045)
- return low_range;
-
- return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
-}
-
-vec3 linear_to_srgb(vec3 cl)
-{
- /*{ 0.0, 0 <= cl
- { 12.92 * c, 0 < cl < 0.0031308
- cs = { 1.055 * cl^0.41666 - 0.055, 0.0031308 <= cl < 1
- { 1.0, cl >= 1*/
-
- cl = clamp(cl, vec3(0), vec3(1));
-
- if ((cl.r+cl.g+cl.b) < 0.0031308)
- return 12.92 * cl;
-
- return 1.055 * pow(cl, vec3(0.41666)) - 0.055;
-}
+vec3 srgb_to_linear(vec3 cs);
+vec3 linear_to_srgb(vec3 cl);
vec2 encode_normal(vec3 n)
{
@@ -395,8 +368,8 @@ void main()
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
- //float light_gamma = 1.0/1.3;
- //da = pow(da, light_gamma);
+ float light_gamma = 1.0/1.3;
+ da = pow(da, light_gamma);
vec4 diffuse = texture2DRect(diffuseRect, tc);
@@ -410,10 +383,12 @@ void main()
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- //scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
+ scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
float scol = max(scol_ambocc.r, diffuse.a);
+
+
float ambocc = scol_ambocc.g;
calcAtmospherics(pos.xyz, ambocc);
@@ -430,7 +405,6 @@ void main()
col *= diffuse.rgb;
-
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
if (spec.a > 0.0) // specular reflection
@@ -456,7 +430,8 @@ void main()
vec3 refcol = textureCube(environmentMap, env_vec).rgb;
- col = mix(col.rgb, refcol, envIntensity);
+ col = mix(col.rgb, refcol,
+ envIntensity);
}