diff options
author | Runitai Linden <davep@lindenlab.com> | 2020-03-04 16:23:31 -0600 |
---|---|---|
committer | Runitai Linden <davep@lindenlab.com> | 2020-03-04 16:23:31 -0600 |
commit | 1481d78bb25a06ca99e0d75e8d6333abd6ce5590 (patch) | |
tree | dbda79109c553f862e1886ecaed984518d4c3a49 /indra/newview/app_settings/shaders | |
parent | cc5044bce06598aab9f405bba745f0e8209fc5ce (diff) |
Changes somehow missing from last commit
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl | 3 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 13 |
2 files changed, 9 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index dcc3750a8f..0d1cc81786 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -102,7 +102,8 @@ void main() dist_atten *= dist_atten; // Tweak falloff slightly to match pre-EEP attenuation - dist_atten *= 2.2; + // NOTE: this magic number also shows up in a great many other places, search for dist_atten *= to audit + dist_atten *= 2.0; dist_atten *= noise; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 593706867d..bacdb6f70f 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -127,7 +127,7 @@ vec3 post_ambient = color.rgb; vec3 post_sunlight = color.rgb; - color.rgb *= diffuse_srgb.rgb; + color.rgb *= diffuse_linear.rgb; vec3 post_diffuse = color.rgb; @@ -162,8 +162,10 @@ vec3 post_diffuse = color.rgb; vec3 post_spec = color.rgb; -#ifndef WATER_FOG - color.rgb = mix(color.rgb, diffuse_srgb.rgb, diffuse_srgb.a); +#ifdef WATER_FOG + color.rgb += diffuse_srgb.rgb * diffuse_srgb.a * 0.25; +#else + color.rgb = mix(color.rgb, diffuse_linear.rgb, diffuse_linear.a); #endif if (envIntensity > 0.0) @@ -206,9 +208,6 @@ vec3 post_atmo = color.rgb; //color.rgb = post_env; //color.rgb = post_atmo; -// convert to linear as fullscreen lights need to sum in linear colorspace -// and will be gamma (re)corrected downstream... - color.rgb = srgb_to_linear(color.rgb); } // linear debuggables @@ -217,6 +216,8 @@ vec3 post_atmo = color.rgb; //color.rgb = vec3(scol); //color.rgb = diffuse_linear.rgb; + //output linear RGB as lights are summed up in linear space and then gamma corrected prior to the + //post deferred passes frag_color.rgb = color.rgb; frag_color.a = bloom; } |