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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl12
1 files changed, 12 insertions, 0 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 9ce4d89df7..954a27b698 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -266,6 +266,13 @@ vec4 getPosition_d(vec2 pos_screen, float depth)
return pos;
}
+#ifndef WATER_FOG
+vec3 getPositionEye()
+{
+ return vary_PositionEye;
+}
+#endif
+
vec3 getSunlitColor()
{
return vary_SunlitColor;
@@ -728,6 +735,10 @@ void main()
glare = min(glare, 1.0);
float al = max(diffcol.a,glare)*vertex_color.a;
+
+ //convert to gamma space for display on screen
+ col.rgb = linear_to_srgb(col.rgb);
+
#ifdef WATER_FOG
vec4 temp = applyWaterFogDeferred(pos, vec4(col.rgb, al));
col.rgb = temp.rgb;
@@ -738,6 +749,7 @@ void main()
frag_color.a = al;
#else
+ //final_color.rgb = vec3(1,0,1);
frag_data[0] = final_color;
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.