diff options
7 files changed, 30 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index db42a54e42..338532e71d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -137,6 +137,7 @@ void main()  			if (spec.a > 0.0)  			{ +				lit = min(da*6.0, 1.0) * dist_atten;  				//vec3 ref = dot(pos+lv, norm);  				vec3 h = normalize(lv+npos);  				float nh = dot(norm, h); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 893a92299a..6675bfde69 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -78,9 +78,15 @@ vec3 decode_normal (vec2 enc)      return n;  } +vec4 correctWithGamma(vec4 col) +{ +	return vec4(pow(col.rgb, vec3(2.2)), col.a); +} +  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); +	ret = correctWithGamma(ret);  	vec2 dist = tc-vec2(0.5); @@ -96,7 +102,8 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 +	ret = correctWithGamma(ret); +  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));  	float det = min(lod/(proj_lod*0.5), 1.0); @@ -113,7 +120,8 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 +	ret = correctWithGamma(ret); +  	vec2 dist = tc-vec2(0.5);  	float d = dot(dist,dist); @@ -226,6 +234,8 @@ void main()  	if (spec.a > 0.0)  	{ +		dlit *= min(da*6.0, 1.0) * dist_atten; +  		vec3 npos = -normalize(pos);  		//vec3 ref = dot(pos+lv, norm); diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index 36406cbf57..69cdb2ce71 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -119,6 +119,8 @@ void main()  	vec4 spec = texture2DRect(specularRect, frag.xy);  	if (spec.a > 0.0)  	{ +		lit = min(da*6.0, 1.0) * dist_atten; +  		vec3 npos = -normalize(pos);  		vec3 h = normalize(lv+npos);  		float nh = dot(norm, h); diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index b29f676ecc..c918a42c73 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -234,6 +234,7 @@ void main()  	if (spec.a > 0.0)  	{ +		dlit *= min(da*6.0, 1.0) * dist_atten;  		vec3 npos = -normalize(pos);  		//vec3 ref = dot(pos+lv, norm); diff --git a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl index 8494ffba52..3dab224258 100644 --- a/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl +++ b/indra/newview/app_settings/shaders/class1/objects/emissiveSkinnedV.glsl @@ -50,9 +50,5 @@ void main()  	calcAtmospherics(pos.xyz); -	vertex_color = emissive; -	  	gl_Position = projection_matrix*vec4(pos, 1.0); -		 -	  } diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 9ddbb6da6a..a6b0f7e7c1 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -79,10 +79,17 @@ vec3 decode_normal (vec2 enc)      return n;  } +vec4 correctWithGamma(vec4 col) +{ +	return vec4(pow(col.rgb, vec3(2.2)), col.a); +} + +  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 +	ret = correctWithGamma(ret); +  	vec2 dist = tc-vec2(0.5);  	float det = max(1.0-lod/(proj_lod*0.5), 0.0); @@ -97,7 +104,8 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 +	ret = correctWithGamma(ret); +  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));  	float det = min(lod/(proj_lod*0.5), 1.0); @@ -114,7 +122,8 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	 +	ret = correctWithGamma(ret); +  	vec2 dist = tc-vec2(0.5);  	float d = dot(dist,dist); @@ -243,6 +252,7 @@ void main()  	if (spec.a > 0.0)  	{  		vec3 npos = -normalize(pos); +		dlit *= min(da*6.0, 1.0) * dist_atten;  		//vec3 ref = dot(pos+lv, norm);  		vec3 h = normalize(lv+npos); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index aa964fa0a3..91ff1f1e76 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -248,6 +248,7 @@ void main()  	if (spec.a > 0.0)  	{ +		dlit *= min(da*6.0, 1.0) * dist_atten;  		vec3 npos = -normalize(pos);  		//vec3 ref = dot(pos+lv, norm);  | 
