diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
18 files changed, 59 insertions, 196 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 07b0f2a98a..5e3c767460 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -84,11 +84,8 @@ uniform vec3 light_diffuse[8];  vec4 applyWaterFogView(vec3 pos, vec4 color);  #endif -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl);  vec2 encode_normal (vec3 n);  vec3 decode_normal (vec2 enc); -  vec3 scaleSoftClip(vec3 l);  vec3 atmosFragAmbient(vec3 light, vec3 sunlit);  vec3 atmosFragLighting(vec3 light, vec3 additive, vec3 atten); @@ -162,7 +159,8 @@ void main()  	frag *= screen_res;  	vec4 pos = vec4(vary_position, 1.0); -	 +	vec3 norm = vary_norm; +  	float shadow = 1.0;  #if HAS_SHADOW @@ -265,17 +263,10 @@ void main()  	float final_alpha = diff.a;  #endif - -	vec4 gamma_diff = diff;	 -	diff.rgb = srgb_to_linear(diff.rgb); - -	vec3 norm = vary_norm;  - -        vec3 sunlit; -        vec3 amblit; -        vec3 additive; -        vec3 atten; - +    vec3 sunlit; +    vec3 amblit; +    vec3 additive; +    vec3 atten;  	calcFragAtmospherics(pos.xyz, 1.0, sunlit, amblit, additive, atten);  	vec2 abnormal	= encode_normal(norm.xyz); @@ -287,7 +278,7 @@ void main()      float final_da = max(sun_da, moon_da);            final_da = min(final_da, shadow);            final_da = clamp(final_da, 0.0f, 1.0f); -	  final_da = pow(final_da, 1.0/1.3); +	  final_da = pow(final_da, display_gamma);  	vec4 color = vec4(0,0,0,0); @@ -300,8 +291,8 @@ void main()  	ambient = (1.0-ambient);  	color.rgb *= ambient; -	color.rgb += atmosFragAffectDirectionalLight(final_da, sunlit); -	color.rgb *= gamma_diff.rgb; +	color.rgb += (final_da * sunlit); +	color.rgb *= diff.rgb;  	//color.rgb = mix(diff.rgb, color.rgb, final_alpha); @@ -310,8 +301,6 @@ void main()  	vec4 light = vec4(0,0,0,0); -	color.rgb = srgb_to_linear(color.rgb); -	     #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, diff.rgb, pos.xyz, norm, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z);  	LIGHT_LOOP(1) @@ -326,10 +315,6 @@ void main()  	//  	color.rgb += light.rgb; -	// straight to display gamma, we're post-deferred -	// -	color.rgb = linear_to_srgb(color.rgb); -  #ifdef WATER_FOG  	color = applyWaterFogView(pos.xyz, color);  #endif diff --git a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl index 0e21e5925d..2db737a427 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/fullbrightF.glsl @@ -45,9 +45,6 @@ VARYING vec2 vary_texcoord0;  vec4 applyWaterFogView(vec3 pos, vec4 color);  #endif -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl); -  vec3 fullbrightAtmosTransportDeferred(vec3 light)  {  	return light; @@ -81,12 +78,9 @@ void main()  #endif  	color.rgb *= vertex_color.rgb; -	color.rgb = srgb_to_linear(color.rgb);  	color.rgb = fullbrightAtmosTransportDeferred(color.rgb);  	color.rgb = fullbrightScaleSoftClipDeferred(color.rgb); -	color.rgb = linear_to_srgb(color.rgb); -  #ifdef WATER_FOG  	vec3 pos = vary_position;  	vec4 fogged = applyWaterFogView(pos, vec4(color.rgb, final_alpha)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index 6ba16b169c..d29e8a9423 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -40,8 +40,6 @@ uniform sampler2D specularMap;  VARYING vec2 vary_texcoord0; -vec3 linear_to_srgb(vec3 cl); -  void main()   {  	vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); @@ -54,8 +52,6 @@ void main()  	vec4 norm = texture2D(normalMap,   vary_texcoord0.xy);  	vec4 spec = texture2D(specularMap, vary_texcoord0.xy); -	col.rgb = linear_to_srgb(col.rgb); -  	frag_data[0] = vec4(col.rgb, 0.0);  	frag_data[1] = spec;  	frag_data[2] = vec4(norm.xy,0,0); diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 7d5ae7c2e7..211bedee59 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -37,10 +37,6 @@ uniform float display_gamma;  vec4 applyWaterFogView(vec3 pos, vec4 color);  #endif -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl); - -vec3 atmosFragAmbient(vec3 l, vec3 ambient);  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 scaleSoftClipFrag(vec3 l); @@ -234,6 +230,8 @@ vec3 decode_normal (vec2 enc);  void main()   { +    vec2 pos_screen = vary_texcoord0.xy; +  	vec4 diffcol = texture2D(diffuseMap, vary_texcoord0.xy);  	diffcol.rgb *= vertex_color.rgb; @@ -246,7 +244,6 @@ void main()  #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND)  	vec3 gamma_diff = diffcol.rgb; -	diffcol.rgb = srgb_to_linear(diffcol.rgb);  #endif  #if HAS_SPECULAR_MAP @@ -390,9 +387,9 @@ void main()            //final_da = max(final_da, diffuse.a);            final_da = max(final_da, 0.0f);  		  final_da = min(final_da, 1.0f); -		  final_da = pow(final_da, 1.0/1.3); +		  final_da = pow(final_da, display_gamma); -	col.rgb = atmosFragAmbient(col, amblit); +	col.rgb = (col * 0.5) + amblit;  	float ambient = min(abs(final_da), 1.0);  	ambient *= 0.5; @@ -446,14 +443,7 @@ void main()  		glare += cur_glare;  	} -	//col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a); -	//col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col),  diffuse.a); -  	col = atmosFragLighting(col, additive, atten); -	col = scaleSoftClipFrag(col); - -	//convert to linear space before adding local lights -	col = srgb_to_linear(col);  	vec3 npos = normalize(-pos.xyz); @@ -474,8 +464,7 @@ void main()  	glare = min(glare, 1.0);  	float al = max(diffcol.a,glare)*vertex_color.a; -	//convert to gamma space for display on screen -	col.rgb = linear_to_srgb(col.rgb); +	col = scaleSoftClipFrag(col);  #ifdef WATER_FOG  	vec4 temp = applyWaterFogView(pos, vec4(col.rgb, al)); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 1d75322b4c..b3dcd90d98 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -73,13 +73,10 @@ uniform vec2 screen_res;  uniform mat4 inv_proj;  vec3 decode_normal (vec2 enc); -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl);  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = srgb_to_linear(ret.rgb);  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -99,7 +96,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = srgb_to_linear(ret.rgb);  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -117,7 +113,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = srgb_to_linear(ret.rgb);  	vec2 dist = tc-vec2(0.5); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 8791469675..0b943d2527 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -40,12 +40,10 @@ VARYING vec2 vary_fragcoord;  uniform float display_gamma; -vec3 linear_to_srgb(vec3 cl); -  void main()   { -	vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); +    vec4 diff = texture2DRect(diffuseRect, vary_fragcoord);      diff.rgb = pow(diff.rgb, vec3(display_gamma)); -	frag_color = diff; +    frag_color = diff;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 41eb06126b..2ba766a0c4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -66,10 +66,7 @@ uniform vec2 screen_res;  vec4 applyWaterFogView(vec3 pos, vec4 color);  #endif -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl);  vec3 decode_normal (vec2 enc); -  vec3 atmosFragLighting(vec3 l, vec3 additive, vec3 atten);  vec3 fullbrightAtmosTransportFrag(vec3 l, vec3 additive, vec3 atten);  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); @@ -114,13 +111,10 @@ void main()      vec4 diffuse = texture2DRect(diffuseRect, tc); -    //convert to gamma space -    //diffuse.rgb = linear_to_srgb(diffuse.rgb); - -    vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); -    vec3 col; -    float bloom = 0.0; -    { +	vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); +	vec3 col; +	float bloom = 0.0; +	{          vec3 sunlit;          vec3 amblit;          vec3 additive; @@ -168,18 +162,14 @@ void main()              col = mix(scaleSoftClip(col), fullbrightScaleSoftClip(col), diffuse.a);          } -        #ifdef WATER_FOG -            vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); -            col = fogged.rgb; -            bloom = fogged.a; -        #endif - -        //col = srgb_to_linear(col); -        //col = vec3(1,0,1); -        //col.g = envIntensity; -    } +		#ifdef WATER_FOG +			vec4 fogged = applyWaterFogView(pos.xyz,vec4(col, bloom)); +			col = fogged.rgb; +			bloom = fogged.a; +		#endif +	} -    frag_color.rgb = col.rgb; -    frag_color.a = bloom; +	frag_color.rgb = col.rgb; +	frag_color.a = bloom;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 2b6428963d..1abdd4af33 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -71,18 +71,10 @@ uniform vec2 screen_res;  uniform mat4 inv_proj;  vec3 decode_normal (vec2 enc); -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl); - -vec4 correctWithGamma(vec4 col) -{ -	return vec4(srgb_to_linear(col.rgb), col.a); -}  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = srgb_to_linear(ret.rgb);  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -102,7 +94,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret = correctWithGamma(ret);  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -120,7 +111,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret = correctWithGamma(ret);  	vec2 dist = tc-vec2(0.5); diff --git a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl b/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl deleted file mode 100644 index bc3324f543..0000000000 --- a/indra/newview/app_settings/shaders/class1/deferred/srgb.glsl +++ /dev/null @@ -1,61 +0,0 @@ -/**  - * @file srgb.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 - * $/LicenseInfo$ - */ - -vec3 rgb2hsv(vec3 c) -{ -    vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); -    vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); -    vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); - -    float d = q.x - min(q.w, q.y); -    float e = 1.0e-10; -    return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); -} - -vec3 hsv2rgb(vec3 c) -{ -    vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); -    vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); -    return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); -} - -vec3 srgb_to_linear(vec3 cs) -{ -	vec3 low_range = cs / vec3(12.92); -	vec3 high_range = pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4)); - -	bvec3 lte = lessThanEqual(cs,vec3(0.04045)); -	return mix(high_range, low_range, lte); -} - -vec3 linear_to_srgb(vec3 cl) -{ -	cl = clamp(cl, vec3(0), vec3(1)); -	vec3 low_range  = cl * 12.92; -	vec3 high_range = 1.055 * pow(cl, vec3(0.41666)) - 0.055; - -	bvec3 lt = lessThan(cl,vec3(0.0031308)); -	return mix(high_range, low_range, lt); -} diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index db1eab23fb..e95a688e1f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -58,9 +58,6 @@ VARYING vec4 refCoord;  VARYING vec4 littleWave;  VARYING vec4 view; -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl); -  vec2 encode_normal(vec3 n);  vec4 applyWaterFog(vec4 color, vec3 viewVec) diff --git a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl index 69543b93ea..9da2548586 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/waterF.glsl @@ -62,7 +62,6 @@ VARYING vec4 littleWave;  VARYING vec4 view;  VARYING vec4 vary_position; -vec3 srgb_to_linear(vec3 cs);  vec2 encode_normal(vec3 n);  vec3 scaleSoftClipFrag(vec3 l); diff --git a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl index f98b3a5edf..4a8b892c3a 100644 --- a/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl +++ b/indra/newview/app_settings/shaders/class1/environment/srgbF.glsl @@ -64,3 +64,21 @@ vec3 ColorFromRadiance(vec3 radiance)  {      return vec3(1.0) - exp(-radiance * 0.0001);  } + +vec3 rgb2hsv(vec3 c) +{ +    vec4 K = vec4(0.0, -1.0 / 3.0, 2.0 / 3.0, -1.0); +    vec4 p = mix(vec4(c.bg, K.wz), vec4(c.gb, K.xy), step(c.b, c.g)); +    vec4 q = mix(vec4(p.xyw, c.r), vec4(c.r, p.yzx), step(p.x, c.r)); + +    float d = q.x - min(q.w, q.y); +    float e = 1.0e-10; +    return vec3(abs(q.z + (q.w - q.y) / (6.0 * d + e)), d / (q.x + e), q.x); +} + +vec3 hsv2rgb(vec3 c) +{ +    vec4 K = vec4(1.0, 2.0 / 3.0, 1.0 / 3.0, 3.0); +    vec3 p = abs(fract(c.xxx + K.xyz) * 6.0 - K.www); +    return c.z * mix(K.xxx, clamp(p - K.xxx, 0.0, 1.0), c.y); +} diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl index 8b7c4f2ecf..4f0e2a6cb6 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsF.glsl @@ -1,5 +1,5 @@  /**  - * @file atmosphericsF.glsl + * @file class1\windlight\atmosphericsF.glsl   *   * $LicenseInfo:firstyear=2005&license=viewerlgpl$   * Second Life Viewer Source Code diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 864ba4859d..0a8981a102 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -71,19 +71,11 @@ uniform vec2 screen_res;  uniform mat4 inv_proj; -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl);  vec3 decode_normal (vec2 enc); -vec4 correctWithGamma(vec4 col) -{ -	return vec4(srgb_to_linear(col.rgb), col.a); -} -  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = srgb_to_linear(ret.rgb);  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -103,7 +95,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret = correctWithGamma(ret);  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -121,7 +112,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret = correctWithGamma(ret);  	vec2 dist = tc-vec2(0.5); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index 184ac13b27..9de2741725 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -74,8 +74,6 @@ VARYING vec2 vary_fragcoord;  uniform mat4 inv_proj;  uniform vec2 screen_res; -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl);  vec3 decode_normal (vec2 enc);  void calcFragAtmospherics(vec3 inPositionEye, float ambFactor, out vec3 sunlit, out vec3 amblit, out vec3 additive, out vec3 atten); @@ -124,13 +122,10 @@ void main()      float da = max(da_sun, da_moon);            da = clamp(da, 0.0, 1.0); -    da = pow(da, global_gamma); - -    vec4 diffuse = texture2DRect(diffuseRect, tc); - -    //convert to gamma space -	//diffuse.rgb = linear_to_srgb(diffuse.rgb); +	da = pow(da, global_gamma); +	vec4 diffuse = texture2DRect(diffuseRect, tc); +	      vec3 col;      float bloom = 0.0;      { @@ -195,9 +190,6 @@ void main()              col = fogged.rgb;              bloom = fogged.a;          #endif - -        //col = srgb_to_linear(col); -      }      frag_color.rgb = col;      frag_color.a = bloom; diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl index c840d72784..8b8b338f68 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightV.glsl @@ -36,7 +36,5 @@ 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/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index a7da140b31..d97bd936d9 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -72,18 +72,10 @@ uniform vec2 screen_res;  uniform mat4 inv_proj;  vec3 decode_normal (vec2 enc); -vec3 srgb_to_linear(vec3 cs); -vec3 linear_to_srgb(vec3 cl); - -vec4 correctWithGamma(vec4 col) -{ -	return vec4(srgb_to_linear(col.rgb), col.a); -}  vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret.rgb = srgb_to_linear(ret.rgb);  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -103,7 +95,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret = correctWithGamma(ret);  	vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); @@ -121,7 +112,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod)  vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod)  {  	vec4 ret = texture2DLod(projectionMap, tc, lod); -	ret = correctWithGamma(ret);  	vec2 dist = tc-vec2(0.5); diff --git a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl index 9c050256dc..90ab5d2793 100644 --- a/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl +++ b/indra/newview/app_settings/shaders/class3/windlight/transportF.glsl @@ -61,14 +61,17 @@ vec3 fullbrightShinyAtmosTransportFrag(vec3 light, vec3 additive, vec3 atten)  	return mix(atmosTransportFrag(light.rgb, additive, atten), (light.rgb + additive.rgb) * (2.0 - brightness), brightness * brightness);  } -vec3 atmosTransport(vec3 light) { -     return (no_atmo == 1) ? light : atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); +vec3 atmosTransport(vec3 light) +{ +     return atmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());  } -vec3 fullbrightAtmosTransport(vec3 light) { -     return (no_atmo == 1) ? light : fullbrightAtmosTransportFrag(light, GetAdditiveColor(), getAtmosAttenuation()); +vec3 fullbrightAtmosTransport(vec3 light) +{ +     return fullbrightAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());  } -vec3 fullbrightShinyAtmosTransport(vec3 light) { -    return (no_atmo == 1) ? light : fullbrightShinyAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation()); +vec3 fullbrightShinyAtmosTransport(vec3 light) +{ +    return fullbrightShinyAtmosTransportFrag(light, getAdditiveColor(), getAtmosAttenuation());  } | 
