diff options
| author | Graham Linden <graham@lindenlab.com> | 2013-07-15 13:46:01 -0700 | 
|---|---|---|
| committer | Graham Linden <graham@lindenlab.com> | 2013-07-15 13:46:01 -0700 | 
| commit | a540ae81c42f1c7be87bda73d060b7ba8eaa0654 (patch) | |
| tree | a0639cd24c8e34c75414899fd2b651b9190c7398 /indra/newview/app_settings | |
| parent | a09d1ac79ab2172de11d6a3e08965ee6e2f5537a (diff) | |
NORSPEC-291 first attempt at gamma correction of materials in reflections
Diffstat (limited to 'indra/newview/app_settings')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl | 22 | ||||
| -rwxr-xr-x | indra/newview/app_settings/shaders/class1/deferred/waterF.glsl | 29 | 
2 files changed, 49 insertions, 2 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index c160b38cfe..938947bbce 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -56,6 +56,26 @@ VARYING vec4 refCoord;  VARYING vec4 littleWave;  VARYING vec4 view; +vec3 srgb_to_linear(vec3 cs) +{ +	 +/*        {  cs / 12.92,                 cs <= 0.04045 +    cl = { +        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ + +	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +} + +vec3 linear_to_srgb(vec3 cl) +{ +	    /*{  0.0,                          0         <= cl +            {  12.92 * c,                    0         <  cl < 0.0031308 +    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 +            {  1.0,                                       cl >= 1*/ + +	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; +} +  vec2 encode_normal(vec3 n)  {  	float f = sqrt(8 * n.z + 8); @@ -114,7 +134,7 @@ void main()  	vec4 fb = texture2D(screenTex, distort); -	frag_data[0] = vec4(fb.rgb, 0.5); // diffuse +	frag_data[0] = vec4(linear_to_srgb(fb.rgb), 1.0); // diffuse  	frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec  	frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index daa2fb390a..17288873c8 100755 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -67,6 +67,26 @@ VARYING vec4 littleWave;  VARYING vec4 view;  VARYING vec4 vary_position; +vec3 srgb_to_linear(vec3 cs) +{ +	 +/*        {  cs / 12.92,                 cs <= 0.04045 +    cl = { +        {  ((cs + 0.055)/1.055)^2.4,   cs >  0.04045*/ + +	return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); +} + +vec3 linear_to_srgb(vec3 cl) +{ +	    /*{  0.0,                          0         <= cl +            {  12.92 * c,                    0         <  cl < 0.0031308 +    cs = {  1.055 * cl^0.41666 - 0.055,   0.0031308 <= cl < 1 +            {  1.0,                                       cl >= 1*/ + +	return 1.055 * pow(cl, vec3(0.41666)) - 0.055; +} +  vec2 encode_normal(vec3 n)  {  	float f = sqrt(8 * n.z + 8); @@ -116,6 +136,10 @@ void main()  	vec2 refvec3 = distort+refdistort3/dmod_scale;  	vec4 refcol3 = texture2D(refTex, refvec3); +	refcol1.rgb = srgb_to_linear(refcol1.rgb); +	refcol2.rgb = srgb_to_linear(refcol2.rgb); +	refcol3.rgb = srgb_to_linear(refcol3.rgb); +  	vec4 refcol = refcol1 + refcol2 + refcol3;  	float df1 = df.x + df.y + df.z;  	refcol *= df1 * 0.333; @@ -131,6 +155,9 @@ void main()  	vec2 refvec4 = distort+refdistort4/dmod;  	float dweight = min(dist2*blurMultiplier, 1.0);  	vec4 baseCol = texture2D(refTex, refvec4); + +	baseCol.rgb = srgb_to_linear(baseCol.rgb); +  	refcol = mix(baseCol*df2, refcol, dweight);  	//get specular component @@ -165,7 +192,7 @@ void main()  	//wavef = normalize(wavef);  	vec3 screenspacewavef = (norm_mat*vec4(wavef, 1.0)).xyz; -	frag_data[0] = vec4(color.rgb, 0.5); // diffuse +	frag_data[0] = vec4(linear_to_srgb(color.rgb), 0.5); // diffuse  	frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec  	frag_data[2] = vec4(encode_normal(screenspacewavef), 0.0, 0.0); // normalxyz, displace  } | 
