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path: root/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl30
1 files changed, 16 insertions, 14 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index b40850e769..08583ad0f2 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -248,9 +248,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
- setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma);
- setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma);
- setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma);
+ setSunlitColor(vec3(sunlight * .5));
+ setAmblitColor(vec3(tmpAmbient * .25));
+ setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
}
vec3 atmosLighting(vec3 light)
@@ -325,8 +325,13 @@ void main()
norm.xyz = decode_normal(norm.xy); // unpack norm
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
+ da = pow(da, 1.0/1.3);
vec4 diffuse = texture2DRect(diffuseRect, tc);
+
+ //convert to gamma space
+ diffuse.rgb = pow(diffuse.rgb, vec3(1.0/2.2));
+
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec3 col;
float bloom = 0.0;
@@ -341,7 +346,7 @@ void main()
col.rgb *= ambient;
- col += atmosAffectDirectionalLight(max(min(da, 1.0) * 2.6, 0.0));
+ col += atmosAffectDirectionalLight(max(min(da, 1.0), 0.0));
col *= diffuse.rgb;
@@ -362,23 +367,18 @@ void main()
}
- col = mix(col.rgb, pow(diffuse.rgb, vec3(1.0/2.2)), diffuse.a);
-
-
+ col = mix(col.rgb, diffuse.rgb, diffuse.a);
+
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
- float exponent = mix(2.2, 1.0, diffuse.a);
- vec3 refcol = pow(textureCube(environmentMap, env_vec).rgb, vec3(exponent))*exponent;
+
+ vec3 refcol = textureCube(environmentMap, env_vec).rgb;
col = mix(col.rgb, refcol,
envIntensity);
-
}
-
- float exponent = mix(1.0, 2.2, diffuse.a);
- col = pow(col, vec3(exponent));
if (norm.w < 0.5)
{
@@ -386,10 +386,12 @@ void main()
col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);
}
+ col = pow(col, vec3(2.2));
+
//col = vec3(1,0,1);
//col.g = envIntensity;
}
-
+
frag_color.rgb = col;
frag_color.a = bloom;