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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl9
2 files changed, 11 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
index d91cd63953..bb0c07915b 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl
@@ -202,7 +202,7 @@ void main()
}
#endif
- vec3 base = srgb_to_linear(vertex_color.rgb) * albedo.rgb;
+ vec3 base = vertex_color.rgb * albedo.rgb;
vec4 norm = texture2D(bumpMap, vary_texcoord1.xy);
norm.xyz = normalize(norm.xyz * 2 - 1);
@@ -212,6 +212,8 @@ void main()
dot(norm.xyz,vary_mat2));
tnorm = normalize(tnorm.xyz);
+
+ tnorm *= gl_FrontFacing ? 1.0 : -1.0;
norm.xyz = tnorm.xyz;
#ifdef HAS_SHADOW
@@ -230,7 +232,9 @@ void main()
packedORM.g *= roughnessFactor;
packedORM.b *= metallicFactor;
- vec3 colorEmissive = srgb_to_linear(emissiveColor);
+ // emissiveColor is the emissive color factor from GLTF and is already in linear space
+ vec3 colorEmissive = emissiveColor;
+ // emissiveMap here is a vanilla RGB texture encoded as sRGB, manually convert to linear
colorEmissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb);
vec3 colorDiffuse = vec3(0);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
index f0f5208f52..ea28cca0cb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl
@@ -50,6 +50,7 @@ uniform float minimum_alpha; // PBR alphaMode: MASK, See: mAlphaCutoff, setAlpha
vec2 encode_normal(vec3 n);
vec3 linear_to_srgb(vec3 c);
+vec3 srgb_to_linear(vec3 c);
uniform mat3 normal_matrix;
@@ -64,7 +65,7 @@ void main()
discard;
}
- vec3 col = vertex_color.rgb * albedo.rgb;
+ vec3 col = vertex_color.rgb * srgb_to_linear(albedo.rgb);
// from mikktspace.com
vec3 vNt = texture2D(bumpMap, vary_texcoord1.xy).xyz*2.0-1.0;
@@ -86,7 +87,7 @@ void main()
spec.b *= metallicFactor;
vec3 emissive = emissiveColor;
- emissive *= texture2D(emissiveMap, vary_texcoord0.xy).rgb;
+ emissive *= srgb_to_linear(texture2D(emissiveMap, vary_texcoord0.xy).rgb);
tnorm *= gl_FrontFacing ? 1.0 : -1.0;
@@ -97,8 +98,8 @@ void main()
//emissive = vNt * 0.5 + 0.5;
//emissive = tnorm*0.5+0.5;
// See: C++: addDeferredAttachments(), GLSL: softenLightF
- frag_data[0] = vec4(col, 0.0); // Diffuse
- frag_data[1] = vec4(emissive, vertex_color.a); // PBR sRGB Emissive
+ frag_data[0] = vec4(linear_to_srgb(col), 0.0); // Diffuse
+ frag_data[1] = vec4(linear_to_srgb(emissive), vertex_color.a); // PBR sRGB Emissive
frag_data[2] = vec4(encode_normal(tnorm), vertex_color.a, GBUFFER_FLAG_HAS_PBR); // normal, environment intensity, flags
frag_data[3] = vec4(spec.rgb,0); // PBR linear packed Occlusion, Roughness, Metal.
}