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path: root/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
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Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl')
-rwxr-xr-xindra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl54
1 files changed, 37 insertions, 17 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 28432dac9a..8d8a6c9dde 100755
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -68,22 +68,6 @@ uniform vec2 screen_res;
uniform mat4 inv_proj;
-#ifdef SINGLE_FP_ONLY
-vec2 encode_normal(vec3 n)
-{
- vec2 sn;
- sn.xy = (n.xy * vec2(0.5f,0.5f)) + vec2(0.5f,0.5f);
- return sn;
-}
-
-vec3 decode_normal (vec2 enc)
-{
- vec3 n;
- n.xy = (enc.xy * vec2(2.0f,2.0f)) - vec2(1.0f,1.0f);
- n.z = sqrt(1.0f - dot(n.xy,n.xy));
- return n;
-}
-#else
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -100,11 +84,47 @@ vec3 decode_normal (vec2 enc)
n.z = 1-f/2;
return n;
}
+
+vec3 srgb_to_linear(vec3 cs)
+{
+ vec3 low_range = cs / vec3(12.92);
+ vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
+ bvec3 lte = lessThanEqual(cs,vec3(0.04045));
+
+#ifdef OLD_SELECT
+ vec3 result;
+ result.r = lte.r ? low_range.r : high_range.r;
+ result.g = lte.g ? low_range.g : high_range.g;
+ result.b = lte.b ? low_range.b : high_range.b;
+ return result;
+#else
+ return mix(high_range, low_range, lte);
+#endif
+
+}
+
+vec3 linear_to_srgb(vec3 cl)
+{
+ cl = clamp(cl, vec3(0), vec3(1));
+ vec3 low_range = cl * 12.92;
+ vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055;
+ bvec3 lt = lessThan(cl,vec3(0.0031308));
+
+#ifdef OLD_SELECT
+ vec3 result;
+ result.r = lt.r ? low_range.r : high_range.r;
+ result.g = lt.g ? low_range.g : high_range.g;
+ result.b = lt.b ? low_range.b : high_range.b;
+ return result;
+#else
+ return mix(high_range, low_range, lt);
#endif
+}
+
vec4 correctWithGamma(vec4 col)
{
- return vec4(pow(col.rgb, vec3(2.2)), col.a);
+ return vec4(srgb_to_linear(col.rgb), col.a);
}
vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)