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-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/skyF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl7
-rw-r--r--indra/newview/app_settings/shaders/class2/windlight/skyF.glsl2
4 files changed, 2 insertions, 9 deletions
diff --git a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
index b826cff304..1dce85a83b 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/skyF.glsl
@@ -64,7 +64,6 @@ VARYING vec3 pos;
// The fragment shader for the sky
/////////////////////////////////////////////////////////////////////////
-uniform vec4 gamma;
uniform sampler2D rainbow_map;
uniform sampler2D halo_map;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
index 3ac0fc224b..75bf8730df 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/cloudsF.glsl
@@ -44,7 +44,6 @@ uniform sampler2D cloud_noise_texture_next;
uniform float blend_factor;
uniform vec4 cloud_pos_density1;
uniform vec4 cloud_pos_density2;
-uniform vec4 gamma;
uniform float cloud_scale;
uniform float cloud_variance;
diff --git a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
index 5c339f9663..68db7fcbb1 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/gammaF.glsl
@@ -22,10 +22,7 @@
* Linden Research, Inc., 945 Battery Street, San Francisco, CA 94111 USA
* $/LicenseInfo$
*/
-
-
-
-uniform vec4 gamma;
+uniform float gamma;
uniform int no_atmo;
vec3 getAtmosAttenuation();
@@ -39,7 +36,7 @@ vec3 scaleSoftClipFrag(vec3 light)
}
//soft clip effect:
light = 1. - clamp(light, vec3(0.), vec3(1.));
- light = 1. - pow(light, gamma.xxx);
+ light = 1. - pow(light, vec3(gamma)); // s/b inverted already CPU-side
return light;
}
diff --git a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
index de6fb276aa..7146349453 100644
--- a/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
+++ b/indra/newview/app_settings/shaders/class2/windlight/skyF.glsl
@@ -35,8 +35,6 @@ out vec4 frag_color;
VARYING vec4 vary_HazeColor;
-uniform vec4 gamma;
-
/// Soft clips the light with a gamma correction
vec3 scaleSoftClip(vec3 light);