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diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightAlphaMaskF.glsl
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+/**
+ * @file fullbrightF.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+#if !HAS_DIFFUSE_LOOKUP
+uniform sampler2D diffuseMap;
+#endif
+
+VARYING vec4 vertex_color;
+VARYING vec2 vary_texcoord0;
+
+vec3 fullbrightAtmosTransport(vec3 light);
+vec3 fullbrightScaleSoftClip(vec3 light);
+
+vec3 srgb_to_linear(vec3 cs)
+{
+
+/* { cs / 12.92, cs <= 0.04045
+ cl = {
+ { ((cs + 0.055)/1.055)^2.4, cs > 0.04045*/
+
+ return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
+}
+
+vec3 linear_to_srgb(vec3 cl)
+{
+ /*{ 0.0, 0 <= cl
+ { 12.92 * c, 0 < cl < 0.0031308
+ cs = { 1.055 * cl^0.41666 - 0.055, 0.0031308 <= cl < 1
+ { 1.0, cl >= 1*/
+
+ return 1.055 * pow(cl, vec3(0.41666)) - 0.055;
+}
+
+uniform float minimum_alpha;
+
+void main()
+{
+#if HAS_DIFFUSE_LOOKUP
+ vec4 color = diffuseLookup(vary_texcoord0.xy);
+#else
+ vec4 color = texture2D(diffuseMap, vary_texcoord0.xy);
+#endif
+
+ if (color.a < minimum_alpha)
+ {
+ discard;
+ }
+
+ color.rgb = srgb_to_linear(color.rgb);
+ color.rgb *= vertex_color.rgb;
+
+ color.rgb = fullbrightAtmosTransport(color.rgb);
+ color.rgb = fullbrightScaleSoftClip(color.rgb);
+
+ color.rgb = linear_to_srgb(color.rgb);
+
+ frag_color.rgb = color.rgb;
+ frag_color.a = color.a;
+}
+