diff options
16 files changed, 28 insertions, 64 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index ef04ef5ce6..dd87ddb330 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -59,7 +59,6 @@ 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/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index aaf1e5e572..a887728493 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -48,7 +48,7 @@ void main()  			  dot(norm,vary_mat1),  			  dot(norm,vary_mat2)); -	frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0); +	frag_data[0] = vec4(col, 0.0);  	frag_data[1] = vertex_color.aaaa; // spec  	//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested  	vec3 nvn = normalize(tnorm); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 85f28f68c0..2e456d00dd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -38,7 +38,7 @@ VARYING vec2 vary_texcoord0;  void main()   {  	vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; -	frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0); +	frag_data[0] = vec4(col, 0.0);  	frag_data[1] = vertex_color.aaaa; // spec  	//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested  	vec3 nvn = normalize(vary_normal); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 6b5a922c29..bb6dc9a57d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -37,7 +37,7 @@ void main()  {  	vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; -	frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0); +	frag_data[0] = vec4(col, 0.0);  	frag_data[1] = vertex_color.aaaa; // spec  	//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested  	vec3 nvn = normalize(vary_normal); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 3f57b006cd..bf362e21a4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -37,7 +37,6 @@ uniform mat4 inv_proj;  uniform vec2 screen_res;  uniform float max_cof;  uniform float res_scale; -uniform float global_gamma;  VARYING vec2 vary_fragcoord; @@ -124,6 +123,6 @@ 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 c891c4e445..eb5beeef39 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -35,13 +35,12 @@ 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 2ec3fe4a52..2905cc91b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -77,11 +77,6 @@ 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; @@ -106,15 +101,15 @@ vec3 getPositionEye()  }  vec3 getSunlitColor()  { -	return samplesRGB(vary_SunlitColor) * 4.4; +	return vary_SunlitColor;  }  vec3 getAmblitColor()  { -	return samplesRGB((vary_AmblitColor)) * 2.2; +	return vary_AmblitColor;  }  vec3 getAdditiveColor()  { -	return samplesRGB(vary_AdditiveColor) * 2.2; +	return vary_AdditiveColor;  }  vec3 getAtmosAttenuation()  { @@ -305,7 +300,7 @@ void main()  			//  			vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));  			float sa = dot(refnormpersp, sun_dir.xyz); -			vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r); +			vec3 dumbshiny = vary_SunlitColor*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);  			// add the two types of shiny together  			vec3 spec_contrib = dumbshiny * spec.rgb; @@ -314,8 +309,8 @@ void main()  			//add environmentmap  			vec3 env_vec = env_mat * refnormpersp; -			col = mix(col.rgb, samplesRGB(textureCube(environmentMap, env_vec).rgb) * 2.2,  -				max(norm.a-diffuse.a*2.0, 0.0));  +			col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,  +				max(spec.a-diffuse.a*2.0, 0.0));   		}  		col = atmosLighting(col); diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 9bdf87678f..cca63872de 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -72,8 +72,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2)); -  	vec2 dist = tc-vec2(0.5);  	float det = max(1.0-lod/(proj_lod*0.5), 0.0); @@ -89,8 +87,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2)); -  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));  	float det = min(lod/(proj_lod*0.5), 1.0); @@ -108,8 +104,6 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2)); -  	vec2 dist = tc-vec2(0.5);  	float d = dot(dist,dist); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index 9543be562b..6c34643aab 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -37,8 +37,6 @@ 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; @@ -47,7 +45,7 @@ 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 359864556d..12706f130b 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/alphaF.glsl @@ -149,7 +149,6 @@ 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/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 695887c5ff..5621e47ab7 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -71,8 +71,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2)); -  	vec2 dist = tc-vec2(0.5);  	float det = max(1.0-lod/(proj_lod*0.5), 0.0); @@ -88,8 +86,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2)); -  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));  	float det = min(lod/(proj_lod*0.5), 1.0); @@ -107,8 +103,6 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2)); -  	vec2 dist = tc-vec2(0.5);  	float d = dot(dist,dist); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index e95991a635..9df9d75905 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -79,11 +79,6 @@ 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; @@ -108,15 +103,15 @@ vec3 getPositionEye()  }  vec3 getSunlitColor()  { -	return samplesRGB(vary_SunlitColor) * 4.4; +	return vary_SunlitColor;  }  vec3 getAmblitColor()  { -	return samplesRGB(vary_AmblitColor) * 2.2; +	return vary_AmblitColor;  }  vec3 getAdditiveColor()  { -	return samplesRGB(vary_AdditiveColor) * 2.2; +	return vary_AdditiveColor;  }  vec3 getAtmosAttenuation()  { @@ -283,8 +278,8 @@ void main()  	vec2 tc = vary_fragcoord.xy;  	float depth = texture2DRect(depthMap, tc.xy).r;  	vec3 pos = getPosition_d(tc, depth).xyz; -	vec4 norm = texture2DRect(normalMap, tc); -	norm.xyz = (norm.xyz-0.5)*2.0; // unpack norm +	vec3 norm = texture2DRect(normalMap, tc).xyz; +	norm = (norm.xyz-0.5)*2.0; // unpack norm  	float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); @@ -314,7 +309,7 @@ void main()  			//  			vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));  			float sa = dot(refnormpersp, sun_dir.xyz); -			vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r); +			vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);  			// add the two types of shiny together  			vec3 spec_contrib = dumbshiny * spec.rgb; @@ -323,8 +318,8 @@ void main()  			//add environmentmap  			vec3 env_vec = env_mat * refnormpersp; -			col = mix(col.rgb, samplesRGB(textureCube(environmentMap, env_vec).rgb) * 2.2,  -				max(norm.a-diffuse.a*2.0, 0.0));  +			col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,  +				max(spec.a-diffuse.a*2.0, 0.0));   		}  		col = atmosLighting(col); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 525dd32106..6d6ad6d565 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -71,8 +71,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2)); -  	vec2 dist = tc-vec2(0.5);  	float det = max(1.0-lod/(proj_lod*0.5), 0.0); @@ -88,8 +86,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2)); -  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));  	float det = min(lod/(proj_lod*0.5), 1.0); @@ -107,8 +103,6 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = pow(ret.rgb, vec3(2.2)); -  	vec2 dist = tc-vec2(0.5);  	float d = dot(dist,dist); diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsF.glsl index dd7de9f123..765b0927c3 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 pow(vary_AdditiveColor, vec3(global_gamma)) * global_gamma; +	return vary_AdditiveColor;  }  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 61f3088648..99dbee15ee 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsVarsV.glsl @@ -33,20 +33,18 @@ vec3 sunlit_color;  vec3 amblit_color;  vec3 position_eye; -uniform float global_gamma; -  vec3 getSunlitColor()  { -	return pow(sunlit_color, vec3(global_gamma)) * global_gamma; +	return sunlit_color;  }  vec3 getAmblitColor()  { -	return pow(amblit_color, vec3(global_gamma)) * global_gamma; +	return amblit_color;  }  vec3 getAdditiveColor()  { -	return pow(additive_color, vec3(global_gamma)) * global_gamma; +	return additive_color;  }  vec3 getAtmosAttenuation()  { diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 8b9e02946b..7fff2a66e8 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -398,7 +398,7 @@ void validate_framebuffer_object();  bool addDeferredAttachments(LLRenderTarget& target)  { -	return target.addColorAttachment(GL_SRGB_ALPHA) && //specular +	return target.addColorAttachment(GL_RGBA) && //specular  			target.addColorAttachment(GL_RGB10_A2); //normal+z  } @@ -908,7 +908,7 @@ bool LLPipeline::allocateScreenBuffer(U32 resX, U32 resY, U32 samples)  		BOOL ssao = RenderDeferredSSAO;  		//allocate deferred rendering color buffers -		if (!mDeferredScreen.allocate(resX, resY, GL_SRGB8_ALPHA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false; +		if (!mDeferredScreen.allocate(resX, resY, GL_RGBA8, TRUE, TRUE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;  		if (!mDeferredDepth.allocate(resX, resY, 0, TRUE, FALSE, LLTexUnit::TT_RECT_TEXTURE, FALSE, samples)) return false;  		if (!addDeferredAttachments(mDeferredScreen)) return false; @@ -8297,7 +8297,7 @@ void LLPipeline::renderDeferredLighting()  					light_colors.pop_front();  					far_z = llmin(light[count].mV[2]-sqrtf(light[count].mV[3]), far_z); -					col[count] = pow4fsrgb(col[count], 2.2f); +					//col[count] = pow4fsrgb(col[count], 2.2f);  					count++;  					if (count == max_count || fullscreen_lights.empty())  					{ | 
