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authorDave Parks <davep@lindenlab.com>2022-09-20 19:09:26 -0500
committerDave Parks <davep@lindenlab.com>2022-09-20 19:09:26 -0500
commitc466e44334fd60c8270b68c70b8ae999b8dbd395 (patch)
tree6e5a5e79f9f8af154eee42fb85ed3e1f3c9bb048 /indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
parenta66a65e047fb662e35eaaa68de6da9e2786db8ed (diff)
SL-18190 Reduce banding (stay in linear space as much as possible, increase precision of reflection probes). Faster radiance and irradiance map generation.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred/materialF.glsl')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl3
1 files changed, 0 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 7f8536cdab..fcda50c4de 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -433,9 +433,6 @@ void main()
glare = min(glare, 1.0);
float al = max(diffcol.a, glare)*vertex_color.a;
- //convert to srgb as this color is being written post gamma correction
- color = linear_to_srgb(color);
-
#ifdef WATER_FOG
vec4 temp = applyWaterFogView(pos, vec4(color, al));
color = temp.rgb;