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authorDave Parks <davep@lindenlab.com>2020-03-13 21:41:01 +0000
committerDave Parks <davep@lindenlab.com>2020-03-13 21:41:01 +0000
commit223d9d143e6acf1fedd3cddabce0567f6fa0a382 (patch)
treede7d1e20a0d584bf871fb8ad5c8fd902f0c14f9c /indra
parent61697e8e7a101d94eec25b0df8a02e19c77d02c8 (diff)
parent5f0303eea5a30c914b61d5de6ade3697e551f9c6 (diff)
Merged in davep/DRTVWR-440 (pull request #36)
SL-12005 Fix for projectors getting brighter when switching to single light shader.
Diffstat (limited to 'indra')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl6
1 files changed, 3 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 2216afe609..694b19cdfb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -177,9 +177,8 @@ void main()
float da = dot(norm, lv);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
- // SL-12005 Projector light pops as we get closer, more objectionable than being in wrong color space.
- // We can't switch to linear here unless we do it everywhere
- //diff_tex.rgb = srgb_to_linear(diff_tex.rgb);
+ //light shaders output linear and are gamma corrected later in postDeferredGammaCorrectF.glsl
+ diff_tex.rgb = srgb_to_linear(diff_tex.rgb);
vec4 spec = texture2DRect(specularRect, frag.xy);
@@ -274,6 +273,7 @@ void main()
}
#endif
+ //col.r = 1.0;
frag_color.rgb = col;
frag_color.a = 0.0;
}