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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl22
1 files changed, 21 insertions, 1 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
index c160b38cfe..938947bbce 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
@@ -56,6 +56,26 @@ VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
+vec3 srgb_to_linear(vec3 cs)
+{
+
+/* { cs / 12.92, cs <= 0.04045
+ cl = {
+ { ((cs + 0.055)/1.055)^2.4, cs > 0.04045*/
+
+ return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
+}
+
+vec3 linear_to_srgb(vec3 cl)
+{
+ /*{ 0.0, 0 <= cl
+ { 12.92 * c, 0 < cl < 0.0031308
+ cs = { 1.055 * cl^0.41666 - 0.055, 0.0031308 <= cl < 1
+ { 1.0, cl >= 1*/
+
+ return 1.055 * pow(cl, vec3(0.41666)) - 0.055;
+}
+
vec2 encode_normal(vec3 n)
{
float f = sqrt(8 * n.z + 8);
@@ -114,7 +134,7 @@ void main()
vec4 fb = texture2D(screenTex, distort);
- frag_data[0] = vec4(fb.rgb, 0.5); // diffuse
+ frag_data[0] = vec4(linear_to_srgb(fb.rgb), 1.0); // diffuse
frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace
}