diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/materialF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/materialF.glsl | 18 |
1 files changed, 10 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 18293f4c11..e4ebf0edee 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -117,7 +117,7 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe // spotlight coefficient. float spot = max(dot(-ln, lv), is_pointlight); da *= spot*spot; // GL_SPOT_EXPONENT=2 - + //angular attenuation da *= dot(n, lv); @@ -215,8 +215,7 @@ void main() vec4 diffuse_tap = texture2D(diffuseMap, vary_texcoord0.xy); diffuse_tap.rgb *= vertex_color.rgb; - //diffuse_tap = vec4(1,1,1,1); - + //#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) vec4 diffuse_srgb = diffuse_tap; vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a); @@ -349,7 +348,7 @@ void main() color.rgb += sun_contrib; #endif - color.rgb *= diffuse_linear.rgb; + color.rgb *= diffuse_srgb.rgb; float glare = 0.0; @@ -397,11 +396,15 @@ void main() } color = atmosFragLighting(color, additive, atten); + color = scaleSoftClipFrag(color); vec3 npos = normalize(-pos.xyz); vec3 light = vec3(0,0,0); + //convert to linear before adding local lights + color.rgb = srgb_to_linear(color.rgb); + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse_linear.rgb, final_specular, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w ); LIGHT_LOOP(1) @@ -419,8 +422,9 @@ void main() color.rgb += light.rgb; #endif - color = scaleSoftClipFrag(color); - +//convert to srgb as this color is being written post gamma correction + color.rgb = linear_to_srgb(color.rgb); + #ifdef WATER_FOG vec4 temp = applyWaterFogView(pos, vec4(color.rgb, al)); color.rgb = temp.rgb; @@ -429,8 +433,6 @@ void main() } - color.rgb = linear_to_srgb(color.rgb); - frag_color = vec4(color, al); #else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer |