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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl17
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl6
8 files changed, 11 insertions, 25 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index ef04ef5ce6..dd87ddb330 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -59,7 +59,6 @@ void main()
vec4 pos = vec4(vary_position, 1.0);
vec4 diff= diffuseLookup(vary_texcoord0.xy);
- diff.rgb = pow(diff.rgb, vec3(2.2));
vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a);
vec4 color = diff * col;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
index aaf1e5e572..a887728493 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl
@@ -48,7 +48,7 @@ void main()
dot(norm,vary_mat1),
dot(norm,vary_mat2));
- frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0);
+ frag_data[0] = vec4(col, 0.0);
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(tnorm);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
index 85f28f68c0..2e456d00dd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl
@@ -38,7 +38,7 @@ VARYING vec2 vary_texcoord0;
void main()
{
vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb;
- frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0);
+ frag_data[0] = vec4(col, 0.0);
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
index 6b5a922c29..bb6dc9a57d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl
@@ -37,7 +37,7 @@ void main()
{
vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
- frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0);
+ frag_data[0] = vec4(col, 0.0);
frag_data[1] = vertex_color.aaaa; // spec
//frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested
vec3 nvn = normalize(vary_normal);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
index 3f57b006cd..bf362e21a4 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl
@@ -37,7 +37,6 @@ uniform mat4 inv_proj;
uniform vec2 screen_res;
uniform float max_cof;
uniform float res_scale;
-uniform float global_gamma;
VARYING vec2 vary_fragcoord;
@@ -124,6 +123,6 @@ void main()
diff /= w;
}
- diff.rgb = pow(diff.rgb, vec3(1.0/global_gamma));
+
frag_color = diff;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
index c891c4e445..eb5beeef39 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl
@@ -35,13 +35,12 @@ uniform sampler2DRect diffuseRect;
uniform sampler2D bloomMap;
uniform vec2 screen_res;
-uniform float global_gamma;
VARYING vec2 vary_fragcoord;
void main()
{
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy);
- diff.rgb = pow(diff.rgb, vec3(1.0/global_gamma));
+
vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res);
frag_color = diff + bloom;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index 2ec3fe4a52..2905cc91b6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -77,11 +77,6 @@ vec3 vary_AtmosAttenuation;
uniform mat4 inv_proj;
uniform vec2 screen_res;
-vec3 samplesRGB(vec3 color)
-{
- return pow(color, vec3(2.2));
-}
-
vec4 getPosition_d(vec2 pos_screen, float depth)
{
vec2 sc = pos_screen.xy*2.0;
@@ -106,15 +101,15 @@ vec3 getPositionEye()
}
vec3 getSunlitColor()
{
- return samplesRGB(vary_SunlitColor) * 4.4;
+ return vary_SunlitColor;
}
vec3 getAmblitColor()
{
- return samplesRGB((vary_AmblitColor)) * 2.2;
+ return vary_AmblitColor;
}
vec3 getAdditiveColor()
{
- return samplesRGB(vary_AdditiveColor) * 2.2;
+ return vary_AdditiveColor;
}
vec3 getAtmosAttenuation()
{
@@ -305,7 +300,7 @@ void main()
//
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
float sa = dot(refnormpersp, sun_dir.xyz);
- vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r);
+ vec3 dumbshiny = vary_SunlitColor*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
@@ -314,8 +309,8 @@ void main()
//add environmentmap
vec3 env_vec = env_mat * refnormpersp;
- col = mix(col.rgb, samplesRGB(textureCube(environmentMap, env_vec).rgb) * 2.2,
- max(norm.a-diffuse.a*2.0, 0.0));
+ col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
+ max(spec.a-diffuse.a*2.0, 0.0));
}
col = atmosLighting(col);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 9bdf87678f..cca63872de 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -72,8 +72,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = pow(ret.rgb, vec3(2.2));
-
vec2 dist = tc-vec2(0.5);
float det = max(1.0-lod/(proj_lod*0.5), 0.0);
@@ -89,8 +87,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = pow(ret.rgb, vec3(2.2));
-
vec2 dist = vec2(0.5) - abs(tc-vec2(0.5));
float det = min(lod/(proj_lod*0.5), 1.0);
@@ -108,8 +104,6 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)
{
vec4 ret = texture2DLod(projectionMap, tc, lod);
- ret.rgb = pow(ret.rgb, vec3(2.2));
-
vec2 dist = tc-vec2(0.5);
float d = dot(dist,dist);