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authorGraham Linden <graham@lindenlab.com>2013-07-23 14:28:52 -0700
committerGraham Linden <graham@lindenlab.com>2013-07-23 14:28:52 -0700
commit96869baaefae1f322bff5114429e7fa73b6d4bf9 (patch)
treebfd3684903e12a2dc6f1c7613a1bf73378c91fcc /indra/newview
parentb411179bd0cffdf02b3109b72c7b79e4f7a5a2e3 (diff)
NORSPEC-285 NORSPEC-298 alpha vs diff color differences
Diffstat (limited to 'indra/newview')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/alphaF.glsl2
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl2
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl2
-rwxr-xr-xindra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl8
5 files changed, 8 insertions, 10 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 2eef99dea7..c8c23c6ce4 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -79,7 +79,7 @@ uniform vec2 screen_res;
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
float a = max(dot(n,l),0.0);
- a = pow(a, 1.0/1.3);
+ //a = pow(a, 1.0/1.3);
return vec3(a,a,a);
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index 997c8d61d3..10b899c91d 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -61,12 +61,12 @@ vec3 linear_to_srgb(vec3 cl)
void main()
{
- vec3 col = vertex_color.rgb * srgb_to_linear(diffuseLookup(vary_texcoord0.xy).rgb);
+ vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
vec3 spec;
spec.rgb = vec3(vertex_color.a);
- frag_data[0] = vec4(linear_to_srgb(col), 0.0);
+ frag_data[0] = vec4(col, 0.0);
frag_data[1] = vec4(spec, vertex_color.a); // spec
vec3 nvn = normalize(vary_normal);
frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 954a27b698..52842c27cc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -672,7 +672,7 @@ void main()
col.rgb *= ambient;
- col.rgb = col.rgb + atmosAffectDirectionalLight(pow(final_da, 1.0/1.3));
+ col.rgb = col.rgb + atmosAffectDirectionalLight(final_da); //pow(final_da, 1.0/1.3));
col.rgb *= old_diffcol.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 950512a79d..1f5cab6cd5 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -378,7 +378,7 @@ void main()
norm.xyz = decode_normal(norm.xy); // unpack norm
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
- da = pow(da, 1.0/1.3);
+ //da = pow(da, 1.0/1.3);
vec4 diffuse = texture2DRect(diffuseRect, tc);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 0c71b4f554..233985631b 100755
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -385,8 +385,8 @@ void main()
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
- float light_gamma = 1.0/1.3;
- da = pow(da, light_gamma);
+ //float light_gamma = 1.0/1.3;
+ //da = pow(da, light_gamma);
vec4 diffuse = texture2DRect(diffuseRect, tc);
@@ -400,12 +400,10 @@ void main()
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg;
- scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
+ //scol_ambocc = pow(scol_ambocc, vec2(light_gamma));
float scol = max(scol_ambocc.r, diffuse.a);
-
-
float ambocc = scol_ambocc.g;
calcAtmospherics(pos.xyz, ambocc);