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authorPtolemy <ptolemy@lindenlab.com>2022-07-06 12:29:19 -0700
committerPtolemy <ptolemy@lindenlab.com>2022-07-06 12:29:19 -0700
commit6369180eae30f2a4dfa7dc4a10149c632d69c4c3 (patch)
treeaa92cdbaf3b6fa43dfffd8fda1b03b1e406cf403 /indra/newview/app_settings
parentf49579ad25128b643f62115d9df249788d77d435 (diff)
SL-17682 PBR: Fix Occlusion Roughness Metal not being in linear space; removes need for redundant linear/sRGB conversions.
Diffstat (limited to 'indra/newview/app_settings')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl7
2 files changed, 5 insertions, 7 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index 6e96186c18..5072f16988 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -137,8 +137,9 @@ void main()
col.rgb = vary_position.xyz;
#endif
+ // See: C++: addDeferredAttachments(), GLSL: softenLightF
frag_data[0] = vec4(col, 0.0); // Diffuse
- frag_data[1] = vec4(spec.rgb, vertex_color.a); // Occlusion, Roughness, Metal
+ frag_data[1] = vec4(emissive, vertex_color.a); // PBR sRGB Emissive
frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags
- frag_data[3] = vec4(emissive,0); // Emissive
+ frag_data[3] = vec4(spec.rgb,0); // PBR linear packed Occlusion, Roughness, Metal.
}
diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
index fbcc69586a..2bf2183f29 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl
@@ -223,13 +223,13 @@ void main()
// These values MUST be encoded with a linear transfer function.
vec3 colorDiffuse = vec3(0);
- vec3 colorEmissive = srgb_to_linear(texture2DRect(emissiveRect, tc).rgb);
+ vec3 colorEmissive = spec.rgb; // PBR sRGB Emissive. See: pbropaqueF.glsl
vec3 colorSpec = vec3(0);
// vec3 colorClearCoat = vec3(0);
// vec3 colorSheen = vec3(0);
// vec3 colorTransmission = vec3(0);
- vec3 packedORM = spec.rgb; // Packed: Occlusion Roughness Metal
+ vec3 packedORM = texture2DRect(emissiveRect, tc).rgb; // PBR linear packed Occlusion, Roughness, Metal. See: pbropaqueF.glsl
#if DEBUG_PBR_PACK_ORM0
packedORM = vec3(0,0,0);
#endif
@@ -323,21 +323,18 @@ void main()
#endif
#if DEBUG_PBR_METAL
color.rgb = vec3(metal);
- color.rgb = linear_to_srgb(color.rgb);
#endif
#if DEBUG_PBR_NORMAL_MAP
color.rgb = diffuse.rgb;
#endif
#if DEBUG_PBR_OCCLUSION
color.rgb = vec3(packedORM.r);
- color.rgb = linear_to_srgb(color.rgb);
#endif
#if DEBUG_PBR_ORM
color.rgb = packedORM;
#endif
#if DEBUG_PBR_ROUGH_PERCEPTUAL
color.rgb = vec3(perceptualRough);
- color.rgb = linear_to_srgb(color.rgb);
#endif
#if DEBUG_PBR_ROUGH_ALPHA
color.rgb = vec3(alphaRough);