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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')
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl22
1 files changed, 4 insertions, 18 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 41eb06126b..0de38a3d62 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -66,10 +66,7 @@ uniform vec2 screen_res;
vec4 applyWaterFogView(vec3 pos, vec4 color);
#endif
-vec3 srgb_to_linear(vec3 cs);
-vec3 linear_to_srgb(vec3 cl);
vec3 decode_normal (vec2 enc);
-
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten);
void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
@@ -89,18 +86,14 @@ vec4 getPosition_d(vec2 pos_screen, float depth)
return pos;
}
-vec4 getPosition(vec2 pos_screen)
-{ //get position in screen space (world units) given window coordinate and depth map
- float depth = texture2DRect(depthMap, pos_screen.xy).a;
- return getPosition_d(pos_screen, depth);
-}
-
+vec4 getPositionWithDepth(vec2 pos_screen, float depth);
+vec4 getPosition(vec2 pos_screen);
void main()
{
vec2 tc = vary_fragcoord.xy;
float depth = texture2DRect(depthMap, tc.xy).r;
- vec3 pos = getPosition_d(tc, depth).xyz;
+ vec3 pos = getPositionWithDepth(tc, depth).xyz;
vec4 norm = texture2DRect(normalMap, tc);
float envIntensity = norm.z;
norm.xyz = decode_normal(norm.xy); // unpack norm
@@ -110,13 +103,10 @@ void main()
float da = max(da_sun, da_moon);
float final_da = clamp(da, 0.0, 1.0);
- final_da = pow(final_da, global_gamma);
+ final_da = pow(final_da, global_gamma + 0.3);
vec4 diffuse = texture2DRect(diffuseRect, tc);
- //convert to gamma space
- //diffuse.rgb = linear_to_srgb(diffuse.rgb);
-
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec3 col;
float bloom = 0.0;
@@ -173,10 +163,6 @@ void main()
col = fogged.rgb;
bloom = fogged.a;
#endif
-
- //col = srgb_to_linear(col);
- //col = vec3(1,0,1);
- //col.g = envIntensity;
}
frag_color.rgb = col.rgb;