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authorRunitaiLinden <davep@lindenlab.com>2023-04-04 12:29:12 -0500
committerGitHub <noreply@github.com>2023-04-04 10:29:12 -0700
commit698966f8e7ddcc0b123a83d7c4e381778f8cd8ab (patch)
tree38132d861fbd835d36963e6a4c71048ac957d163 /indra/newview/app_settings/shaders/class2/deferred
parent7be7c66b0e43baef64871dac278eac5726e28d25 (diff)
SL-19538 Remove hacky ambiance scale and take the mittens off probe a… (#151)
* SL-19538 Remove hacky ambiance scale and take the mittens off probe ambiance values. Fix for sky brightening being done in sRGB space.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl6
2 files changed, 1 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index e7322c14fb..70be9a9029 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -276,9 +276,7 @@ void main()
color.rgb *= diffuse_linear.rgb;
- color.rgb = linear_to_srgb(color.rgb);
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
- color.rgb = srgb_to_linear(color.rgb);
vec4 light = vec4(0,0,0,0);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
index fb76db99a0..b76443f0f0 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/pbralphaF.glsl
@@ -83,7 +83,6 @@ vec3 linear_to_srgb(vec3 c);
void calcAtmosphericVarsLinear(vec3 inPositionEye, vec3 norm, vec3 light_dir, out vec3 sunlit, out vec3 amblit, out vec3 atten, out vec3 additive);
vec3 atmosFragLightingLinear(vec3 color, vec3 additive, vec3 atten);
-vec3 scaleSoftClipFragLinear(vec3 color);
void calcHalfVectors(vec3 lv, vec3 n, vec3 v, out vec3 h, out vec3 l, out float nh, out float nl, out float nv, out float vh, out float lightDist);
float calcLegacyDistanceAttenuation(float distance, float falloff);
@@ -236,11 +235,8 @@ void main()
color = pbrBaseLight(diffuseColor, specularColor, metallic, v, norm.xyz, perceptualRoughness, light_dir, sunlit_linear, scol, radiance, irradiance, colorEmissive, ao, additive, atten, spec);
glare += max(max(spec.r, spec.g), spec.b);
- color.rgb = linear_to_srgb(color.rgb);
color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
- color.rgb = scaleSoftClipFragLinear(color.rgb);
- color.rgb = srgb_to_linear(color.rgb);
-
+
vec3 light = vec3(0);
// Punctual lights