diff options
author | Ptolemy <ptolemy@lindenlab.com> | 2022-08-24 22:59:28 -0700 |
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committer | Ptolemy <ptolemy@lindenlab.com> | 2022-08-24 22:59:28 -0700 |
commit | b7cb20bfcdd0a8dab7882ccaad0982d3cdd65d5f (patch) | |
tree | fecc353febadf09061965257b216b4912ae34d28 /indra/newview/app_settings/shaders/class3/deferred | |
parent | 82c99ffa5001c185eac06148a63cd16e09c6c98c (diff) |
SL-17702: PBR: Document lights are in linear from C++ side
Diffstat (limited to 'indra/newview/app_settings/shaders/class3/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl | 2 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl | 2 |
2 files changed, 2 insertions, 2 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl index 98a03c2aaa..1175f3e644 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiPointLightF.glsl @@ -100,7 +100,7 @@ void main() for (int light_idx = 0; light_idx < LIGHT_COUNT; ++light_idx) { - vec3 lightColor = light_col[ light_idx ].rgb; + vec3 lightColor = light_col[ light_idx ].rgb; // Already in linear, see pipeline.cpp: volume->getLightLinearColor(); float falloff = light_col[ light_idx ].a; float lightSize = light [ light_idx ].w; vec3 lv =(light [ light_idx ].xyz - pos); diff --git a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl index d65a53b6d3..6f39b0173b 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl @@ -106,7 +106,7 @@ void main() vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl float lightSize = size; - vec3 lightColor = color; + vec3 lightColor = color; // Already in linear, see pipeline.cpp: volume->getLightLinearColor(); vec3 c_diff, reflect0, reflect90; float alphaRough, specWeight; |