diff options
| author | Dave Parks <davep@lindenlab.com> | 2013-03-26 16:23:49 -0500 | 
|---|---|---|
| committer | Dave Parks <davep@lindenlab.com> | 2013-03-26 16:23:49 -0500 | 
| commit | c107afcb1ed02266d6f63910338c6095fcad9e23 (patch) | |
| tree | c602bddf2c9a2b3cb1b332c2d226ddfdc058c386 /indra/newview/app_settings/shaders/class2/windlight | |
| parent | ae9604acd5561bfdd439a939cc0c89b00656d451 (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.glsl | 4 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl | 8 | 
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()  { | 
