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authorGeenz <geenz@geenzo.com>2013-04-18 21:31:10 -0400
committerGeenz <geenz@geenzo.com>2013-04-18 21:31:10 -0400
commitb6a6479c372e311b45e27eafd368e2045ca21790 (patch)
tree9c01ed4b9af3a2cd4a784f6cbf2c25bacb8c4dfd /indra/newview
parent14b807e55efcfb8a9b52909fd554c9ba1cea0f36 (diff)
Mitigation for light attenuation looking different with gamma correction. Assume that light attenuation wants to be linearized before we apply gamma correction.
Diffstat (limited to 'indra/newview')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl1
6 files changed, 7 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 63863fb836..db42a54e42 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -125,6 +125,8 @@ void main()
float fa = light_col[i].a+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten = pow(dist_atten, 2.2) * 2.2;
+
dist_atten *= noise;
float lit = da * dist_atten;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 377df49815..9e8f2f16f9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -169,6 +169,7 @@ void main()
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ dist_atten = pow(dist_atten, 2.2) * 2.2;
if (dist_atten <= 0.0)
{
discard;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 332b610197..36406cbf57 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -111,6 +111,7 @@ void main()
vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
float fa = falloff+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
+ dist_atten = pow(dist_atten, 2.2) * 2.2;
float lit = da * dist_atten * noise;
col = color.rgb*lit*col;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index a339f6506e..56c10e25cc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -175,6 +175,7 @@ void main()
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ dist_atten = pow(dist_atten, 2.2) * 2.2;
if (dist_atten <= 0.0)
{
discard;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 31f5c8afbb..cb8d1f6910 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -184,6 +184,7 @@ void main()
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ dist_atten = pow(dist_atten, 2.2) * 2.2;
if (dist_atten <= 0.0)
{
discard;
diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
index 65a14c542c..87180fd3e4 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl
@@ -185,6 +185,7 @@ void main()
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ dist_atten = pow(dist_atten, 2.2) * 2.2;
if (dist_atten <= 0.0)
{
discard;