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 | 19 |
1 files changed, 2 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl index 60a8300352..fdb77cce6e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl @@ -1351,10 +1351,6 @@ 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), @@ -1373,7 +1369,6 @@ 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)); @@ -1382,8 +1377,6 @@ 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) @@ -1400,15 +1393,8 @@ 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; + float4 color = blendingWeight.x * SMAASampleLevelZero(colorTex, blendingCoord.xy); + color += blendingWeight.y * SMAASampleLevelZero(colorTex, blendingCoord.zw); #if SMAA_REPROJECTION // Antialias velocity for proper reprojection in a later stage: @@ -1419,7 +1405,6 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord, color.a = sqrt(5.0 * length(velocity)); #endif - color.rgb = linear_to_srgb(color.rgb); return color; } } |