diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/MPHDRDisplayGammaF.glsl | 2 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl | 10 | 
2 files changed, 6 insertions, 6 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/MPHDRDisplayGammaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/MPHDRDisplayGammaF.glsl index 7107cfcbce..503974cb7c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/MPHDRDisplayGammaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/MPHDRDisplayGammaF.glsl @@ -30,7 +30,7 @@ out vec4 frag_color;  uniform sampler2D diffuseRect;  uniform float gamma = 2.2; -uniform float mpHDRBoost; +uniform float mpHDRBoost = 1.0;  in vec2 vary_fragcoord; diff --git a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl index 5837308965..10a48f1e01 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/SMAA.glsl @@ -1373,7 +1373,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,      SMAA_BRANCH      if (dot(a, float4(1.0, 1.0, 1.0, 1.0)) < 1e-5) {          float4 color = SMAASampleLevelZero(colorTex, texcoord); -        color.rgb = srgb_to_linear(color.rgb); +        //color.rgb = srgb_to_linear(color.rgb);          #if SMAA_REPROJECTION          float2 velocity = SMAA_DECODE_VELOCITY(SMAASampleLevelZero(velocityTex, texcoord)); @@ -1382,7 +1382,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,          color.a = sqrt(5.0 * length(velocity));          #endif -        color.rgb = linear_to_srgb(color.rgb); +        //color.rgb = linear_to_srgb(color.rgb);          return color;      } else {          bool h = max(a.x, a.z) > max(a.y, a.w); // max(horizontal) > max(vertical) @@ -1400,11 +1400,11 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,          // We exploit bilinear filtering to mix current pixel with the chosen          // neighbor:          float4 color = SMAASampleLevelZero(colorTex, blendingCoord.xy); -        color.rgb = srgb_to_linear(color.rgb); +        //color.rgb = srgb_to_linear(color.rgb);          color = blendingWeight.x * color;          float4 color2 = SMAASampleLevelZero(colorTex, blendingCoord.zw); -        color2.rgb = srgb_to_linear(color2.rgb); +        //color2.rgb = srgb_to_linear(color2.rgb);          color += blendingWeight.y * color2;          #if SMAA_REPROJECTION @@ -1416,7 +1416,7 @@ float4 SMAANeighborhoodBlendingPS(float2 texcoord,          color.a = sqrt(5.0 * length(velocity));          #endif -        color.rgb = linear_to_srgb(color.rgb); +        //color.rgb = linear_to_srgb(color.rgb);          return color;      }  }  | 
