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authorDave Parks <davep@lindenlab.com>2013-03-26 16:23:49 -0500
committerDave Parks <davep@lindenlab.com>2013-03-26 16:23:49 -0500
commitc107afcb1ed02266d6f63910338c6095fcad9e23 (patch)
treec602bddf2c9a2b3cb1b332c2d226ddfdc058c386 /indra/newview/app_settings/shaders/class2/windlight
parentae9604acd5561bfdd439a939cc0c89b00656d451 (diff)
NORSPEC-57, NORSPEC-58 Remove sRGB and gamma correction from shaders to remove banding and not break all shiny objects.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/windlight')
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl8
2 files changed, 5 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
index dd7de9f123..765b0927c3 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
@@ -27,7 +27,7 @@
VARYING vec3 vary_SunlitColor;
VARYING vec3 vary_AdditiveColor;
VARYING vec3 vary_AtmosAttenuation;
-uniform float global_gamma;
+
vec3 getSunlitColor()
{
return vec3(0,0,0);
@@ -38,7 +38,7 @@ vec3 getAmblitColor()
}
vec3 getAdditiveColor()
{
- return pow(vary_AdditiveColor, vec3(global_gamma)) * global_gamma;
+ return vary_AdditiveColor;
}
vec3 getAtmosAttenuation()
{
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
index 61f3088648..99dbee15ee 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
@@ -33,20 +33,18 @@ vec3 sunlit_color;
vec3 amblit_color;
vec3 position_eye;
-uniform float global_gamma;
-
vec3 getSunlitColor()
{
- return pow(sunlit_color, vec3(global_gamma)) * global_gamma;
+ return sunlit_color;
}
vec3 getAmblitColor()
{
- return pow(amblit_color, vec3(global_gamma)) * global_gamma;
+ return amblit_color;
}
vec3 getAdditiveColor()
{
- return pow(additive_color, vec3(global_gamma)) * global_gamma;
+ return additive_color;
}
vec3 getAtmosAttenuation()
{