diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
3 files changed, 4 insertions, 3 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 241857dd92..20dc03d7a5 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -122,9 +122,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 diffuse, vec3 v, vec3 n, vec  		lv = normalize(lv);  		//distance attenuation -        fa += 1.0f;  		float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);  		dist_atten *= dist_atten; +        dist_atten *= 2.0f;          if (dist_atten <= 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 8ebb2f44d3..6e5ec7d34c 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -117,10 +117,9 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe  		lv = normalize(lv);  		//distance attenuation -        fa += 1.0f;  		float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);  		dist_atten *= dist_atten; -        //dist_atten *= 2.0f; +        dist_atten *= 2.0f;          if (dist_atten <= 0.0)          { diff --git a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl index b3ce1ce2e0..d805c9ea48 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -58,6 +58,7 @@ uniform vec4 viewport;  vec3 getNorm(vec2 pos_screen);  vec4 getPosition(vec2 pos_screen); +vec3 srgb_to_linear(vec3 c);  void main()   { @@ -89,6 +90,7 @@ void main()      float noise = texture2D(noiseMap, frag.xy/128.0).b;      vec3 col = texture2DRect(diffuseRect, frag.xy).rgb; +    col.rgb = srgb_to_linear(col.rgb);      float fa = falloff+1.0;      float dist_atten = clamp(1.0-(dist-1.0*(1.0-fa))/fa, 0.0, 1.0);  | 
