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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl4
3 files changed, 9 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index e28506dcff..a690cc45a8 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -178,7 +178,9 @@ void main()
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
- diff_tex.rgb = srgb_to_linear(diff_tex.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);
vec3 dlit = vec3(0, 0, 0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 5e985618f7..2216afe609 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -177,7 +177,9 @@ void main()
float da = dot(norm, lv);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
- diff_tex.rgb = srgb_to_linear(diff_tex.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);
vec4 spec = texture2DRect(specularRect, frag.xy);
diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
index 8cad21d5b4..7cde67d11b 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl
@@ -191,7 +191,9 @@ void main()
float da = dot(norm, lv);
vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb;
- diff_tex.rgb = srgb_to_linear(diff_tex.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);
vec4 spec = texture2DRect(specularRect, frag.xy);