diff options
| -rw-r--r-- | indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 6 | 
1 files changed, 3 insertions, 3 deletions
| diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index e5e0a37d4f..998ebf8836 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -295,7 +295,7 @@ void main()          float bv = clamp(dot(b,v),0,1);          // Reference: getMetallicRoughnessInfo -        vec3  base            = diffuse.rgb; +        vec3  base            = linear_to_srgb(diffuse.rgb);          float perceptualRough = max(packedORM.g, 0.1);          vec3 c_diff, reflect0, reflect90;          float alphaRough, specWeight; @@ -365,8 +365,8 @@ void main()  #endif              // scol = sun shadow              vec3 intensity  = ambocc * sunColor * nl * scol; -            vec3 sunDiffuse = intensity * BRDFLambertian (reflect0, reflect90, c_diff    , specWeight, vh); -            vec3 sunSpec    = intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh); +            vec3 sunDiffuse = base * intensity * BRDFLambertian (reflect0, reflect90, c_diff    , specWeight, vh); +            vec3 sunSpec    =        intensity * BRDFSpecularGGX(reflect0, reflect90, alphaRough, specWeight, vh, nl, nv, nh);              bloom = dot(sunSpec, sunSpec) / (scale * scale * scale);      #if DEBUG_PBR_SUN_SPEC_FRESNEL | 
