diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl | 13 |
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; |