summaryrefslogtreecommitdiff
path: root/indra/newview/app_settings/shaders/class3/deferred
diff options
context:
space:
mode:
authorPtolemy <ptolemy@lindenlab.com>2022-08-24 22:59:28 -0700
committerPtolemy <ptolemy@lindenlab.com>2022-08-24 22:59:28 -0700
commitb7cb20bfcdd0a8dab7882ccaad0982d3cdd65d5f (patch)
treefecc353febadf09061965257b216b4912ae34d28 /indra/newview/app_settings/shaders/class3/deferred
parent82c99ffa5001c185eac06148a63cd16e09c6c98c (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.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/pointLightF.glsl2
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;