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-rw-r--r--indra/newview/app_settings/shaders/class3/deferred/materialF.glsl13
1 files changed, 9 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
index 49529860be..add1cb2a37 100644
--- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl
@@ -334,16 +334,19 @@ void main()
vec3 atten;
calcAtmosphericVarsLinear(pos.xyz, norm.xyz, light_dir, sunlit, amblit, additive, atten);
+ vec3 sunlit_linear = srgb_to_linear(sunlit);
+ vec3 amblit_linear = amblit;
+
vec3 ambenv;
vec3 glossenv;
vec3 legacyenv;
sampleReflectionProbesLegacy(ambenv, glossenv, legacyenv, pos.xy*0.5+0.5, pos.xyz, norm.xyz, glossiness, env);
// use sky settings ambient or irradiance map sample, whichever is brighter
- color = max(amblit, ambenv);
+ color = max(amblit_linear, ambenv);
float da = clamp(dot(norm.xyz, light_dir.xyz), 0.0, 1.0);
- vec3 sun_contrib = min(da, shadow) * sunlit;
+ vec3 sun_contrib = min(da, shadow) * sunlit_linear;
color.rgb += sun_contrib;
color *= diffcol.rgb;
@@ -354,7 +357,7 @@ void main()
if (glossiness > 0.0) // specular reflection
{
float sa = dot(normalize(refnormpersp), light_dir.xyz);
- vec3 dumbshiny = sunlit * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r);
+ vec3 dumbshiny = sunlit_linear * shadow * (texture2D(lightFunc, vec2(sa, glossiness)).r);
// add the two types of shiny together
vec3 spec_contrib = dumbshiny * spec.rgb;
@@ -379,8 +382,10 @@ void main()
glare += cur_glare;
}
- color.rgb = mix(atmosFragLightingLinear(color.rgb, additive, atten), fullbrightAtmosTransportFragLinear(color, additive, atten), emissive);
+ color.rgb = linear_to_srgb(color.rgb);
+ color.rgb = atmosFragLightingLinear(color.rgb, additive, atten);
color.rgb = scaleSoftClipFragLinear(color.rgb);
+ color.rgb = srgb_to_linear(color.rgb);
vec3 npos = normalize(-pos.xyz);
vec3 light = vec3(0, 0, 0);