diff options
author | Geenz <geenz@geenzo.com> | 2013-01-11 06:37:21 -0500 |
---|---|---|
committer | Geenz <geenz@geenzo.com> | 2013-01-11 06:37:21 -0500 |
commit | eda11a25a465dd87b187f63da661f2ce02925deb (patch) | |
tree | e77e33b4ee7b6f18f314576948be1560c3640ce9 /indra/newview/app_settings | |
parent | e8f6734d67ce1f61c5745bc1b25a9e5d1d599aca (diff) |
Initial (largely complete) gamma correct rendering implementation.
Diffstat (limited to 'indra/newview/app_settings')
11 files changed, 36 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index dd87ddb330..ef04ef5ce6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -59,6 +59,7 @@ void main() vec4 pos = vec4(vary_position, 1.0); vec4 diff= diffuseLookup(vary_texcoord0.xy); + diff.rgb = pow(diff.rgb, vec3(2.2)); vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 36433a5827..b6a9417fe7 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -43,6 +43,7 @@ void main() float shadow = 1.0; vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color; + color.rgb = pow(color.rgb, vec3(2.2)); color.rgb = fullbrightAtmosTransport(color.rgb); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 6e5ac8317b..fa1572e692 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -108,6 +108,7 @@ void main() if (spec.a > 0.0) { float sa = dot(normalize(lv-normalize(pos)),norm); + spec.rgb += pow(1 - dot(-normalize(pos), norm), 2) * da * 3; if (sa > 0.0) { sa = texture2D(lightFunc, vec2(sa, spec.a)).r * min(dist_atten*4.0, 1.0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index bf362e21a4..3f57b006cd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -37,6 +37,7 @@ uniform mat4 inv_proj; uniform vec2 screen_res; uniform float max_cof; uniform float res_scale; +uniform float global_gamma; VARYING vec2 vary_fragcoord; @@ -123,6 +124,6 @@ void main() diff /= w; } - + diff.rgb = pow(diff.rgb, vec3(1.0/global_gamma)); frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index eb5beeef39..c891c4e445 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -35,12 +35,13 @@ uniform sampler2DRect diffuseRect; uniform sampler2D bloomMap; uniform vec2 screen_res; +uniform float global_gamma; VARYING vec2 vary_fragcoord; void main() { vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - + diff.rgb = pow(diff.rgb, vec3(1.0/global_gamma)); vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); frag_color = diff + bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 14eaafeb68..87cdf1026f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -77,6 +77,11 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; +vec3 samplesRGB(vec3 color) +{ + return pow(color, vec3(2.2)); +} + vec4 getPosition_d(vec2 pos_screen, float depth) { vec2 sc = pos_screen.xy*2.0; @@ -101,22 +106,21 @@ vec3 getPositionEye() } vec3 getSunlitColor() { - return vary_SunlitColor; + return samplesRGB(vary_SunlitColor) * 4.4; } vec3 getAmblitColor() { - return vary_AmblitColor; + return samplesRGB((vary_AmblitColor)) * 2.2; } vec3 getAdditiveColor() { - return vary_AdditiveColor; + return samplesRGB(vary_AdditiveColor) * 2.2; } vec3 getAtmosAttenuation() { return vary_AtmosAttenuation; } - void setPositionEye(vec3 v) { vary_PositionEye = v; @@ -310,7 +314,7 @@ void main() //add environmentmap vec3 env_vec = env_mat * refnormpersp; - col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, + col = mix(col.rgb, samplesRGB(textureCube(environmentMap, env_vec).rgb) * 2.2, max(spec.a-diffuse.a*2.0, 0.0)); } diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index 6c34643aab..9543be562b 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -37,6 +37,8 @@ vec3 fullbrightScaleSoftClip(vec3 light); VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; +uniform float texture_gamma; + void fullbright_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; @@ -45,7 +47,7 @@ void fullbright_lighting() { discard; } - + color.rgb = pow(color.rgb, vec3(texture_gamma)); color.rgb = fullbrightAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); diff --git a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl index 12706f130b..359864556d 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -149,6 +149,7 @@ void main() } vec4 diff = diffuseLookup(vary_texcoord0.xy); + diff.rgb = pow(diff.rgb, vec3(2.2)); vec4 col = vec4(vary_ambient + vary_directional.rgb*shadow, vertex_color.a); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 457189b48e..bf4c476138 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -79,6 +79,11 @@ vec3 vary_AmblitColor; vec3 vary_AdditiveColor; vec3 vary_AtmosAttenuation; +vec3 samplesRGB(vec3 color) +{ + return pow(color, vec3(2.2)); +} + vec4 getPosition_d(vec2 pos_screen, float depth) { vec2 sc = pos_screen.xy*2.0; @@ -103,15 +108,15 @@ vec3 getPositionEye() } vec3 getSunlitColor() { - return vary_SunlitColor; + return samplesRGB(vary_SunlitColor) * 4.4; } vec3 getAmblitColor() { - return vary_AmblitColor; + return samplesRGB(vary_AmblitColor) * 2.2; } vec3 getAdditiveColor() { - return vary_AdditiveColor; + return samplesRGB(vary_AdditiveColor) * 2.2; } vec3 getAtmosAttenuation() { @@ -318,7 +323,7 @@ void main() //add environmentmap vec3 env_vec = env_mat * refnormpersp; - col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, + col = mix(col.rgb, samplesRGB(textureCube(environmentMap, env_vec).rgb) * 2.2, max(spec.a-diffuse.a*2.0, 0.0)); } diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl index 765b0927c3..dd7de9f123 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl @@ -27,7 +27,7 @@ VARYING vec3 vary_SunlitColor; VARYING vec3 vary_AdditiveColor; VARYING vec3 vary_AtmosAttenuation; - +uniform float global_gamma; vec3 getSunlitColor() { return vec3(0,0,0); @@ -38,7 +38,7 @@ vec3 getAmblitColor() } vec3 getAdditiveColor() { - return vary_AdditiveColor; + return pow(vary_AdditiveColor, vec3(global_gamma)) * global_gamma; } vec3 getAtmosAttenuation() { diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl index 99dbee15ee..61f3088648 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -33,18 +33,20 @@ vec3 sunlit_color; vec3 amblit_color; vec3 position_eye; +uniform float global_gamma; + vec3 getSunlitColor() { - return sunlit_color; + return pow(sunlit_color, vec3(global_gamma)) * global_gamma; } vec3 getAmblitColor() { - return amblit_color; + return pow(amblit_color, vec3(global_gamma)) * global_gamma; } vec3 getAdditiveColor() { - return additive_color; + return pow(additive_color, vec3(global_gamma)) * global_gamma; } vec3 getAtmosAttenuation() { |