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authorGeenz <geenz@geenzo.com>2013-01-11 06:37:21 -0500
committerGeenz <geenz@geenzo.com>2013-01-11 06:37:21 -0500
commiteda11a25a465dd87b187f63da661f2ce02925deb (patch)
treee77e33b4ee7b6f18f314576948be1560c3640ce9 /indra/newview/app_settings/shaders/class2
parente8f6734d67ce1f61c5745bc1b25a9e5d1d599aca (diff)
Initial (largely complete) gamma correct rendering implementation.
Diffstat (limited to 'indra/newview/app_settings/shaders/class2')
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl13
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl8
4 files changed, 17 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
index 12706f130b..359864556d 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl
@@ -149,6 +149,7 @@ void main()
}
vec4 diff = diffuseLookup(vary_texcoord0.xy);
+ diff.rgb = pow(diff.rgb, vec3(2.2));
vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a);
vec4 color = diff * col;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 457189b48e..bf4c476138 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -79,6 +79,11 @@ vec3 vary_AmblitColor;
vec3 vary_AdditiveColor;
vec3 vary_AtmosAttenuation;
+vec3 samplesRGB(vec3 color)
+{
+ return pow(color, vec3(2.2));
+}
+
vec4 getPosition_d(vec2 pos_screen, float depth)
{
vec2 sc = pos_screen.xy*2.0;
@@ -103,15 +108,15 @@ vec3 getPositionEye()
}
vec3 getSunlitColor()
{
- return vary_SunlitColor;
+ return samplesRGB(vary_SunlitColor) * 4.4;
}
vec3 getAmblitColor()
{
- return vary_AmblitColor;
+ return samplesRGB(vary_AmblitColor) * 2.2;
}
vec3 getAdditiveColor()
{
- return vary_AdditiveColor;
+ return samplesRGB(vary_AdditiveColor) * 2.2;
}
vec3 getAtmosAttenuation()
{
@@ -318,7 +323,7 @@ void main()
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
- col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
+ col = mix(col.rgb, samplesRGB(textureCube(environmentMap, env_vec).rgb) * 2.2,
max(spec.a-diffuse.a*2.0, 0.0));
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl
index 765b0927c3..dd7de9f123 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 vary_AdditiveColor;
+ return pow(vary_AdditiveColor, vec3(global_gamma)) * global_gamma;
}
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 99dbee15ee..61f3088648 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl
@@ -33,18 +33,20 @@ vec3 sunlit_color;
vec3 amblit_color;
vec3 position_eye;
+uniform float global_gamma;
+
vec3 getSunlitColor()
{
- return sunlit_color;
+ return pow(sunlit_color, vec3(global_gamma)) * global_gamma;
}
vec3 getAmblitColor()
{
- return amblit_color;
+ return pow(amblit_color, vec3(global_gamma)) * global_gamma;
}
vec3 getAdditiveColor()
{
- return additive_color;
+ return pow(additive_color, vec3(global_gamma)) * global_gamma;
}
vec3 getAtmosAttenuation()
{