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authorGeenz <geenz@geenzo.com>2013-04-24 05:16:02 -0400
committerGeenz <geenz@geenzo.com>2013-04-24 05:16:02 -0400
commitfbbbb80752e91deff0bbaf5893210fddff53eb13 (patch)
treedd05e5753823a644a020b76d8860202a1cbfec10 /indra/newview/app_settings/shaders
parent95672cabb98fb311010cf3ff5571b3422b4dec71 (diff)
Fix for overbrigtened alpha blended objects in deferred. Linearize diffuse surface color in the vertex shader before passing it to the fragment shader.
Diffstat (limited to 'indra/newview/app_settings/shaders')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl8
1 files changed, 5 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
index 4c26621a88..6a1bfd5bef 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaV.glsl
@@ -172,17 +172,19 @@ void main()
//vec4 color = calcLighting(pos.xyz, norm, diffuse_color, vec4(0.));
vec4 col = vec4(0.0, 0.0, 0.0, diffuse_color.a);
- vary_pointlight_col = diffuse_color.rgb;
+ vec3 diff = pow(diffuse_color.rgb, vec3(2.2));
+
+ vary_pointlight_col = diff;
col.rgb = vec3(0,0,0);
// Add windlight lights
col.rgb = atmosAmbient(vec3(0.));
- vary_ambient = col.rgb*diffuse_color.rgb;
+ vary_ambient = col.rgb*diff;
vary_directional.rgb = atmosAffectDirectionalLight(1);
- col.rgb = col.rgb*diffuse_color.rgb;
+ col.rgb = col.rgb*diff;
#if INDEX_MODE != NON_INDEXED_NO_COLOR
vertex_color = col;
#endif