diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1/deferred')
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbralphaF.glsl | 8 | ||||
-rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/pbropaqueF.glsl | 9 |
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. } |