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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl10
1 files changed, 5 insertions, 5 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
index 5837308965..10a48f1e01 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl
@@ -1373,7 +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);
+ //color.rgb = srgb_to_linear(color.rgb);
#if SMAA_REPROJECTION
float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord));
@@ -1382,7 +1382,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
color.a = sqrt(5.0 * length(velocity));
#endif
- color.rgb = linear_to_srgb(color.rgb);
+ //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)
@@ -1400,11 +1400,11 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
// We exploit bilinear filtering to mix current pixel with the chosen
// neighbor:
float4 color = SMAASampleLevelZero(colorTex, blendingCoord.xy);
- color.rgb = srgb_to_linear(color.rgb);
+ //color.rgb = srgb_to_linear(color.rgb);
color = blendingWeight.x * color;
float4 color2 = SMAASampleLevelZero(colorTex, blendingCoord.zw);
- color2.rgb = srgb_to_linear(color2.rgb);
+ //color2.rgb = srgb_to_linear(color2.rgb);
color += blendingWeight.y * color2;
#if SMAA_REPROJECTION
@@ -1416,7 +1416,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,
color.a = sqrt(5.0 * length(velocity));
#endif
- color.rgb = linear_to_srgb(color.rgb);
+ //color.rgb = linear_to_srgb(color.rgb);
return color;
}
}