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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.glsl13
1 files changed, 7 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 7f7faffe78..8c0f74d679 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -59,7 +59,7 @@ uniform vec2 screen_res;
vec3 getNorm(vec2 pos_screen);
vec4 getPositionWithDepth(vec2 pos_screen, float depth);
-void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten);
+void calcAtmosphericVars(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten, bool use_ao);
float getAmbientClamp();
vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);
vec3 scaleSoftClipFrag(vec3 l);
@@ -87,8 +87,8 @@ void main()
float final_da = da;
final_da = clamp(final_da, 0.0, 1.0);
- vec4 diffuse_linear = texture2DRect(diffuseRect, tc);
- vec4 diffuse_srgb = vec4(linear_to_srgb(diffuse_linear.rgb), diffuse_linear.a);
+ vec4 diffuse_srgb = texture2DRect(diffuseRect, tc);
+ vec4 diffuse_linear = vec4(srgb_to_linear(diffuse_srgb.rgb), diffuse_srgb.a);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
vec3 color = vec3(0);
@@ -101,7 +101,7 @@ void main()
vec3 additive;
vec3 atten;
- calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten);
+ calcAtmosphericVars(pos.xyz, ambocc, sunlit, amblit, additive, atten, false);
float ambient = da;
ambient *= 0.5;
@@ -111,7 +111,7 @@ void main()
vec3 sun_contrib = final_da * sunlit;
#if !defined(AMBIENT_KILL)
- color.rgb = amblit * 2.0;
+ color.rgb = amblit;
color.rgb *= ambient;
#endif
@@ -123,7 +123,7 @@ vec3 post_ambient = color.rgb;
vec3 post_sunlight = color.rgb;
- color.rgb *= diffuse_linear.rgb;
+ color.rgb *= diffuse_srgb.rgb;
vec3 post_diffuse = color.rgb;
@@ -210,6 +210,7 @@ vec3 post_atmo = color.rgb;
//color.rgb = vec3(final_da);
//color.rgb = vec3(ambient);
//color.rgb = vec3(scol);
+//color.rgb = diffuse_linear.rgb;
frag_color.rgb = color.rgb;
frag_color.a = bloom;