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authorPtolemy <ptolemy@lindenlab.com>2022-08-26 15:09:02 -0700
committerPtolemy <ptolemy@lindenlab.com>2022-08-26 15:09:02 -0700
commitdc8773ffe91d51f1918a7f6756b2746440d6a1b9 (patch)
treef9e060045a8001ce424578a07ab3672b904769f0 /indra/newview/app_settings/shaders/class3
parent7ceaa01878c13082a3a803e1d369eaddfea76050 (diff)
SL-17703: PBR: Fix albedo being washed out due to wrong color space.
Diffstat (limited to 'indra/newview/app_settings/shaders/class3')
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl2
1 files changed, 1 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index 3f21bd0219..36407065c0 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -291,7 +291,7 @@ void main()
float dotBV = clamp(dot(b,v),0,1);
// Reference: getMetallicRoughnessInfo
- vec3 base = linear_to_srgb(diffuse.rgb);
+ vec3 base = diffuse.rgb;
float perceptualRough = max(packedORM.g, 0.1);
vec3 c_diff, reflect0, reflect90;
float alphaRough, specWeight;