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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl8
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl6
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl4
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl5
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl46
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl12
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl2
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl11
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl3
13 files changed, 82 insertions, 26 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 495ed33e9e..97767964f0 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -63,7 +63,7 @@ uniform vec3 light_diffuse[8];
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
- float a = pow(max(dot(n,l),0.0), 0.7);
+ float a = max(dot(n,l),0.0);
return vec3(a,a,a);
}
@@ -91,7 +91,7 @@ vec3 calcPointLightOrSpotLight(vec3 v, vec3 n, vec4 lp, vec3 ln, float la, float
da *= spot*spot; // GL_SPOT_EXPONENT=2
//angular attenuation
- da *= max(pow(dot(n, lv), 0.7), 0.0);
+ da *= max(dot(n, lv), 0.0);
}
return vec3(da,da,da);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
index 6aa4d7b4ed..ed02c4a481 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/emissiveF.glsl
@@ -42,7 +42,7 @@ void main()
float shadow = 1.0;
vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
-
+ color.rgb = pow(color.rgb, vec3(2.2));
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
index 36433a5827..b91aaf80fb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl
@@ -43,7 +43,7 @@ void main()
float shadow = 1.0;
vec4 color = diffuseLookup(vary_texcoord0.xy)*vertex_color;
-
+ color.rgb = pow(color.rgb, vec3(2.2));
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index 9674d9e88e..5e75cc3ce6 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -115,7 +115,7 @@ uniform vec3 light_diffuse[8];
vec3 calcDirectionalLight(vec3 n, vec3 l)
{
- float a = pow(max(dot(n,l),0.0), 0.7);
+ float a = max(dot(n,l),0.0);
return vec3(a,a,a);
}
@@ -149,8 +149,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe
da *= max(dot(n, lv), 0.0);
float lit = max(da * dist_atten, 0.0);
-
- lit = pow(lit, 0.7);
col = light_col*lit*diffuse;
@@ -435,6 +433,10 @@ void main()
}
#endif
+#if DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND
+ diffcol.rgb = pow(diffcol.rgb, vec3(2.2));
+#endif
+
#if HAS_SPECULAR_MAP
vec4 spec = texture2D(specularMap, vary_texcoord2.xy);
#else
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
index 3bd433c283..db42a54e42 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl
@@ -125,11 +125,11 @@ void main()
float fa = light_col[i].a+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- dist_atten *= noise;
+ dist_atten = pow(dist_atten, 2.2) * 2.2;
- float lit = pow(da, 0.7) * dist_atten;
+ dist_atten *= noise;
-
+ float lit = da * dist_atten;
vec3 col = light_col[i].rgb*lit*diff;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
index 959a85330e..9e8f2f16f9 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl
@@ -169,6 +169,7 @@ void main()
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ dist_atten = pow(dist_atten, 2.2) * 2.2;
if (dist_atten <= 0.0)
{
discard;
@@ -201,7 +202,7 @@ void main()
vec3 lcol = color.rgb * plcol.rgb * plcol.a;
- lit = pow(da, 0.7) * dist_atten * noise;
+ lit = da * dist_atten * noise;
col = lcol*lit*diff_tex;
amb_da += (da*0.5)*proj_ambiance;
@@ -221,6 +222,7 @@ void main()
vec4 spec = texture2DRect(specularRect, frag.xy);
+
if (spec.a > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
index 6976fc7bd9..36406cbf57 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl
@@ -111,8 +111,9 @@ void main()
vec3 col = texture2DRect(diffuseRect, frag.xy).rgb;
float fa = falloff+1.0;
float dist_atten = clamp(1.0-(dist2-1.0*(1.0-fa))/fa, 0.0, 1.0);
- float lit = pow(da, 0.7) * dist_atten * noise;
-
+ dist_atten = pow(dist_atten, 2.2) * 2.2;
+ float lit = da * dist_atten * noise;
+
col = color.rgb*lit*col;
vec4 spec = texture2DRect(specularRect, frag.xy);
diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
new file mode 100644
index 0000000000..2d6bce02c9
--- /dev/null
+++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl
@@ -0,0 +1,46 @@
+/**
+ * @file postDeferredGammaCorrect.glsl
+ *
+ * $LicenseInfo:firstyear=2007&license=viewerlgpl$
+ * Second Life Viewer Source Code
+ * Copyright (C) 2007, Linden Research, Inc.
+ *
+ * This library is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU Lesser General Public
+ * License as published by the Free Software Foundation;
+ * version 2.1 of the License only.
+ *
+ * This library is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
+ * Lesser General Public License for more details.
+ *
+ * You should have received a copy of the GNU Lesser General Public
+ * License along with this library; if not, write to the Free Software
+ * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA
+ *
+ * Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
+ * $/LicenseInfo$
+ */
+
+#extension GL_ARB_texture_rectangle : enable
+
+#ifdef DEFINE_GL_FRAGCOLOR
+out vec4 frag_color;
+#else
+#define frag_color gl_FragColor
+#endif
+
+uniform sampler2DRect diffuseRect;
+
+uniform vec2 screen_res;
+VARYING vec2 vary_fragcoord;
+
+uniform float texture_gamma;
+
+void main()
+{
+ vec4 diff = texture2DRect(diffuseRect, vary_fragcoord);
+ frag_color = pow(diff, vec4(texture_gamma, texture_gamma, texture_gamma, 1.0));
+}
+
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index d04d9314ef..aafa932b8f 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -60,6 +60,7 @@ uniform float density_multiplier;
uniform float distance_multiplier;
uniform float max_y;
uniform vec4 glow;
+uniform float global_gamma;
uniform float scene_light_strength;
uniform mat3 env_mat;
uniform mat3 ssao_effect_mat;
@@ -230,9 +231,9 @@ void calcAtmospherics(vec3 inPositionEye, float ambFactor) {
+ tmpAmbient)));
//brightness of surface both sunlight and ambient
- setSunlitColor(vec3(sunlight * .5));
- setAmblitColor(vec3(tmpAmbient * .25));
- setAdditiveColor(getAdditiveColor() * vec3(1.0 - temp1));
+ setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * 3.3);
+ setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * 3.3);
+ setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * 3.3);
}
vec3 atmosLighting(vec3 light)
@@ -291,12 +292,9 @@ void main()
norm.xyz = decode_normal(norm.xy); // unpack norm
float da = max(dot(norm.xyz, sun_dir.xyz), 0.0);
-
- da = pow(da, 0.7);
vec4 diffuse = texture2DRect(diffuseRect, tc);
vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);
-
vec3 col;
float bloom = 0.0;
if (diffuse.a < 0.9)
@@ -327,7 +325,7 @@ void main()
if (envIntensity > 0.0)
{ //add environmentmap
vec3 env_vec = env_mat * refnormpersp;
- col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb,
+ col = mix(col.rgb, pow(textureCube(environmentMap, env_vec).rgb, vec3(2.2)) * 2.2,
max(envIntensity-diffuse.a*2.0, 0.0));
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
index c6031fc45a..b59fcbe017 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightV.glsl
@@ -35,6 +35,6 @@ void main()
//transform vertex
vec4 pos = modelview_projection_matrix * vec4(position.xyz, 1.0);
gl_Position = pos;
-
+
vary_fragcoord = (pos.xy*0.5+0.5)*screen_res;
}
diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
index 918cdce040..56c10e25cc 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl
@@ -84,6 +84,7 @@ vec3 decode_normal (vec2 enc)
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);
@@ -99,7 +100,8 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)
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);
@@ -116,7 +118,8 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)
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);
@@ -172,6 +175,7 @@ void main()
float fa = falloff+1.0;
float dist_atten = min(1.0-(dist2-1.0*(1.0-fa))/fa, 1.0);
+ dist_atten = pow(dist_atten, 2.2) * 2.2;
if (dist_atten <= 0.0)
{
discard;
@@ -204,7 +208,7 @@ void main()
vec3 lcol = color.rgb * plcol.rgb * plcol.a;
- lit = pow(da, 0.7) * dist_atten * noise;
+ lit = da * dist_atten * noise;
col = lcol*lit*diff_tex;
amb_da += (da*0.5)*proj_ambiance;
@@ -224,6 +228,7 @@ void main()
vec4 spec = texture2DRect(specularRect, frag.xy);
+
if (spec.a > 0.0)
{
vec3 ref = reflect(normalize(pos), norm);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
index 6c34643aab..e130ef5d91 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl
@@ -30,6 +30,7 @@ out vec4 frag_color;
#endif
uniform float minimum_alpha;
+uniform float texture_gamma;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -45,7 +46,7 @@ void fullbright_lighting()
{
discard;
}
-
+ color.rgb = pow(color.rgb, vec3(texture_gamma));
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);
diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
index f4477bd29a..56ad658696 100644
--- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
+++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightNonIndexedAlphaMaskF.glsl
@@ -30,6 +30,7 @@ out vec4 frag_color;
#endif
uniform float minimum_alpha;
+uniform float texture_gamma;
vec3 fullbrightAtmosTransport(vec3 light);
vec3 fullbrightScaleSoftClip(vec3 light);
@@ -47,7 +48,7 @@ void fullbright_lighting()
{
discard;
}
-
+ color.rgb = pow(color.rgb, vec3(texture_gamma));
color.rgb = fullbrightAtmosTransport(color.rgb);
color.rgb = fullbrightScaleSoftClip(color.rgb);