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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl19
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;
}
}