diff options
Diffstat (limited to 'indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl')
-rw-r--r-- | indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl | 21 |
1 files changed, 13 insertions, 8 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 9df9d75905..e95991a635 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -79,6 +79,11 @@ vec3 vary_AmblitColor; vec3 vary_AdditiveColor; vec3 vary_AtmosAttenuation; +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; @@ -103,15 +108,15 @@ vec3 getPositionEye() } vec3 getSunlitColor() { - return vary_SunlitColor; + return samplesRGB(vary_SunlitColor) * 4.4; } vec3 getAmblitColor() { - return vary_AmblitColor; + return samplesRGB(vary_AmblitColor) * 2.2; } vec3 getAdditiveColor() { - return vary_AdditiveColor; + return samplesRGB(vary_AdditiveColor) * 2.2; } vec3 getAtmosAttenuation() { @@ -278,8 +283,8 @@ void main() vec2 tc = vary_fragcoord.xy; float depth = texture2DRect(depthMap, tc.xy).r; vec3 pos = getPosition_d(tc, depth).xyz; - vec3 norm = texture2DRect(normalMap, tc).xyz; - norm = (norm.xyz-0.5)*2.0; // unpack norm + vec4 norm = texture2DRect(normalMap, tc); + norm.xyz = (norm.xyz-0.5)*2.0; // unpack norm float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); @@ -309,7 +314,7 @@ void main() // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r); + vec3 dumbshiny = vary_SunlitColor*scol_ambocc.r*(texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; @@ -318,8 +323,8 @@ void main() //add environmentmap vec3 env_vec = env_mat * refnormpersp; - col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, - max(spec.a-diffuse.a*2.0, 0.0)); + col = mix(col.rgb, samplesRGB(textureCube(environmentMap, env_vec).rgb) * 2.2, + max(norm.a-diffuse.a*2.0, 0.0)); } col = atmosLighting(col); |