diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl | 16 | 
1 files changed, 14 insertions, 2 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl index fdb77cce6e..10a48f1e01 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl @@ -1351,6 +1351,10 @@ float4 SMAABlendingWeightCalculationPS(float2 texcoord,  //-----------------------------------------------------------------------------  // Neighborhood Blending Pixel Shader (Third Pass) +vec3 srgb_to_linear(vec3 cs); +vec4 srgb_to_linear4(vec4 cs); +vec3 linear_to_srgb(vec3 cl); +  float4 SMAANeighborhoodBlendingPS(float2 texcoord,                                    float4 offset,                                    SMAATexture2D(colorTex), @@ -1369,6 +1373,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,      SMAA_BRANCH      if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {          float4 color = SMAASampleLevelZero(colorTex, texcoord); +        //color.rgb = srgb_to_linear(color.rgb);          #if SMAA_REPROJECTION          float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord)); @@ -1377,6 +1382,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,          color.a = sqrt(5.0 * length(velocity));          #endif +        //color.rgb = linear_to_srgb(color.rgb);          return color;      } else {          bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical) @@ -1393,8 +1399,13 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,          // We exploit bilinear filtering to mix current pixel with the chosen          // neighbor: -        float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy); -        color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw); +        float4 color = SMAASampleLevelZero(colorTex, blendingCoord.xy); +        //color.rgb = srgb_to_linear(color.rgb); +        color = blendingWeight.x * color; + +        float4 color2 = SMAASampleLevelZero(colorTex, blendingCoord.zw); +        //color2.rgb = srgb_to_linear(color2.rgb); +        color += blendingWeight.y * color2;          #if SMAA_REPROJECTION          // Antialias velocity for proper reprojection in a later stage: @@ -1405,6 +1416,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,          color.a = sqrt(5.0 * length(velocity));          #endif +        //color.rgb = linear_to_srgb(color.rgb);          return color;      }  } | 
