diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
3 files changed, 0 insertions, 33 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index b752307d13..5d58cc91cd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -40,8 +40,6 @@ vec4 applyWaterFogView(vec3 pos, vec4 color); #endif vec3 srgb_to_linear(vec3 cs); -vec3 legacy_adjust_fullbright(vec3 c); -vec3 legacy_adjust(vec3 c); vec3 linear_to_srgb(vec3 cl); vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); @@ -98,9 +96,7 @@ void main() #endif #ifndef IS_HUD - color.rgb = legacy_adjust(color.rgb); color.rgb = srgb_to_linear(color.rgb); - color.rgb = legacy_adjust_fullbright(color.rgb); color.rgb = atmosFragLighting(color.rgb, additive, atten); #endif diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl index 31b02377da..e3fd10447e 100644 --- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl @@ -113,31 +113,3 @@ vec3 inv_toneMapACES_Hill(vec3 color) return color; } -// adjust legacy colors to back out tonemapping and exposure -// NOTE: obsolete now that setting probe ambiance to zero removes tonemapping and exposure, but keeping for a minute -// while that change goes through testing - davep 6/1/2023 -#define LEGACY_ADJUST 0 - -vec3 legacy_adjust(vec3 c) -{ -#if LEGACY_ADJUST - vec3 desat = rgb2hsv(c.rgb); - desat.g *= 1.0-(1.0-desat.b)*0.5; - desat.b += (1.0-desat.b)*0.1f; - desat.rgb = hsv2rgb(desat); - return desat; -#else - return c; -#endif -} - -vec3 legacy_adjust_fullbright(vec3 c) -{ -#if LEGACY_ADJUST - float exp_scale = clamp(texture(exposureMap, vec2(0.5, 0.5)).r, 0.01, 10.0); - return c / exp_scale * 1.34; //magic 1.34 arrived at by binary search for a value that reproduces midpoint grey consistenty -#else - return c; -#endif -} - diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index a8aa5a36a3..a1da4b1f9a 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -45,7 +45,6 @@ uniform float sky_ambient_scale; float getAmbientClamp() { return 1.0f; } vec3 srgb_to_linear(vec3 col); -vec3 legacy_adjust(vec3 col); // return colors in sRGB space void calcAtmosphericVars(vec3 inPositionEye, vec3 light_dir, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, |