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authorGeenz <geenz@geenzo.com>2013-04-18 19:43:30 -0400
committerGeenz <geenz@geenzo.com>2013-04-18 19:43:30 -0400
commit6b836eacafd21c1ccac2c7276483ed393a4b406e (patch)
treefc0369eea3840c30d9861c9a764c4b7c6831b23f /indra/newview/app_settings/shaders/class2
parent4afb70eba7a86b43005d5eb3fbd6d27fe12c6075 (diff)
Use GL_SRGB8_ALPHA8 for the diffuse and specular buffers, and correct gamma *before* glow and other post processing effects that don't care about being gamma correct.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl3
3 files changed, 0 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index cfdb53b5cc..31f5c8afbb 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -196,7 +196,6 @@ void main()
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
- diff_tex = pow(diff_tex, vec3(2.2));
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
@@ -237,7 +236,6 @@ void main()
vec4 spec = texture2DRect(specularRect, frag.xy);
- spec.rgb = pow(spec.rgb, vec3(2.2));
if (spec.a > 0.0)
{
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index e8f3a02c5a..c7e5908d39 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -296,7 +296,6 @@ void main()
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
vec4 diffuse = texture2DRect(diffuseRect, tc);
- diffuse.rgb = pow(diffuse.rgb, vec3(2.2));
vec3 col;
float bloom = 0.0;
@@ -304,7 +303,6 @@ 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);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 7ce327d1e0..65a14c542c 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -197,8 +197,6 @@ void main()
vec3 col = vec3(0,0,0);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
-
- diff_tex = pow(diff_tex, vec3(2.2));
float noise = texture2D(noiseMap, frag.xy/128.0).b;
if (proj_tc.z > 0.0 &&
@@ -239,7 +237,6 @@ void main()
vec4 spec = texture2DRect(specularRect, frag.xy);
- spec.rgb = pow(spec.rgb, vec3(2.2));
if (spec.a > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);