diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class1')
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl | 3 | ||||
| -rw-r--r-- | indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl | 20 | 
2 files changed, 3 insertions, 20 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index f0e940eb5f..cc77712347 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -134,6 +134,7 @@ vec3 toneMap(vec3 color)      color *= exposure;  #ifdef TONEMAP_ACES_NARKOWICZ +    color *= 0.8;      color = toneMapACES_Narkowicz(color);  #endif @@ -145,7 +146,7 @@ vec3 toneMap(vec3 color)      // boost exposure as discussed in https://github.com/mrdoob/three.js/pull/19621      // this factor is based on the exposure correction of Krzysztof Narkowicz in his      // implemetation of ACES tone mapping -    color /= 0.6; +    color *= 0.85/0.6;      color = toneMapACES_Hill(color);  #endif diff --git a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl index 9f7706fe36..45267e4403 100644 --- a/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl +++ b/indra/newview/app_settings/shaders/class1/interface/reflectionmipF.glsl @@ -26,29 +26,11 @@  out vec4 frag_color;  uniform sampler2D diffuseRect; -uniform sampler2D depthMap; - -uniform float resScale; -uniform float znear; -uniform float zfar;  in vec2 vary_texcoord0; -// get linear depth value given a depth buffer sample d and znear and zfar values -float linearDepth(float d, float znear, float zfar); -  void main()   { -    float depth = texture(depthMap, vary_texcoord0.xy).r; -    float dist = linearDepth(depth, znear, zfar); - -    // convert linear depth to distance -    vec3 v; -    v.xy = vary_texcoord0.xy / 512.0 * 2.0 - 1.0; -    v.z = 1.0; -    v = normalize(v); -    dist /= v.z; -      vec3 col = texture(diffuseRect, vary_texcoord0.xy).rgb; -    frag_color = vec4(col, dist/256.0); +    frag_color = vec4(col, 0.0);  } | 
