diff options
Diffstat (limited to 'indra/newview/app_settings/shaders')
14 files changed, 3 insertions, 27 deletions
| diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index 0c4707098b..546a502ee1 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -37,10 +37,7 @@ out vec4 frag_color;  #define frag_color gl_FragColor  #endif -uniform float display_gamma; -uniform vec4 gamma;  uniform mat3 env_mat; -  uniform vec3 sun_dir;  uniform vec3 moon_dir; diff --git a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl index f6694aae2a..ae1ac5de7f 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/cloudsF.glsl @@ -43,7 +43,6 @@ 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/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl index 38792601f6..a13c8de43e 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -31,7 +31,6 @@  #define DIFFUSE_ALPHA_MODE_EMISSIVE 3  uniform float emissive_brightness; -uniform float display_gamma;  uniform int sun_up_factor;  #ifdef WATER_FOG @@ -64,8 +63,6 @@ uniform sampler2D     lightFunc;  // Inputs  uniform vec4 morphFactor;  uniform vec3 camPosLocal; -//uniform vec4 camPosWorld; -uniform vec4 gamma;  uniform mat3 env_mat;  uniform vec3 sun_dir; diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl index 058e939ec8..9f519708a2 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredGammaCorrect.glsl @@ -37,7 +37,6 @@ uniform sampler2DRect diffuseRect;  uniform vec2 screen_res;  VARYING vec2 vary_fragcoord; -  uniform float display_gamma;  vec3 linear_to_srgb(vec3 cl); @@ -45,7 +44,7 @@ vec3 linear_to_srgb(vec3 cl);  void main()   {      vec4 diff = texture2DRect(diffuseRect, vary_fragcoord); -    diff.rgb = linear_to_srgb(diff.rgb); +    diff.rgb = pow(diff.rgb, vec3(display_gamma));      frag_color = diff;  } diff --git a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl index 65e4fdf17f..331249dc33 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/skyF.glsl @@ -37,8 +37,6 @@ out vec4 frag_data[3];  VARYING vec4 vary_HazeColor; -uniform vec4 gamma; -  /// Soft clips the light with a gamma correction  vec3 scaleSoftClip(vec3 light);  vec3 srgb_to_linear(vec3 c); diff --git a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl index 0607ea8bc5..4460ef905b 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/atmosphericsFuncs.glsl @@ -22,7 +22,6 @@   * Linden Research, Inc., 945 Battery Street, San Francisco, CA  94111  USA   * $/LicenseInfo$   */ -uniform vec4 gamma;  uniform vec4 lightnorm;  uniform vec4 sunlight_color;  uniform vec4 moonlight_color; diff --git a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl index 346634af33..fc51e81177 100644 --- a/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl +++ b/indra/newview/app_settings/shaders/class1/windlight/gammaF.glsl @@ -24,7 +24,6 @@   */  uniform int no_atmo; -uniform vec4 gamma;  vec3 scaleSoftClipFrag(vec3 light)  { 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); diff --git a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl b/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl index c02e6d1e57..d5d91c88f0 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/genSkyShF.glsl @@ -37,7 +37,6 @@ uniform sampler2D transmittance_texture;  uniform sampler3D scattering_texture;  uniform sampler3D single_mie_scattering_texture;  uniform sampler2D irradiance_texture; -uniform vec4 gamma;  vec3 GetSkyLuminance(vec3 camPos, vec3 view_dir, float shadow_length, vec3 dir, out vec3 transmittance); diff --git a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl index d0514f7d23..6de01cb667 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/skyF.glsl @@ -44,7 +44,6 @@ uniform sampler3D single_mie_scattering_texture;  uniform sampler2D irradiance_texture;  uniform sampler2D rainbow_map;  uniform sampler2D halo_map; -uniform vec4 gamma;  uniform float moisture_level;  uniform float droplet_radius; diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 82a899ad65..978c25b86a 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -50,7 +50,6 @@ uniform vec3 camPosLocal;  uniform float cloud_shadow;  uniform float max_y;  uniform vec4 glow; -uniform float global_gamma;  uniform mat3 env_mat;  uniform vec4 shadow_clip; @@ -94,7 +93,6 @@ void main()      norm.xyz = getNorm(tc);      float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); -              da = pow(da, global_gamma + 0.3);      vec4 diffuse = texture2DRect(diffuseRect, tc); // linear @@ -106,7 +104,6 @@ void main()          vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy);          vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; -//        scol_ambocc = pow(scol_ambocc, vec3(global_gamma + 0.3));          float scol = max(scol_ambocc.r, diffuse.a);  | 
