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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl3
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp6
3 files changed, 8 insertions, 4 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
index cc1636d89d..187b5a62dd 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/moonF.glsl
@@ -44,8 +44,6 @@ uniform sampler2D altDiffuseMap;
uniform float blend_factor; // interp factor between moon A/B
VARYING vec2 vary_texcoord0;
-vec3 srgb_to_linear(vec3 c);
-
void main()
{
vec4 moonA = texture2D(diffuseMap, vary_texcoord0.xy);
@@ -60,7 +58,6 @@ void main()
vec3 exp = vec3(1.0 - mix * moon_brightness) * 2.0 - 1.0;
c.rgb = pow(c.rgb, exp);
- c.rgb = srgb_to_linear(c.rgb);
//c.rgb *= moonlight_color.rgb;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
index e240c130c6..571e9d9326 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl
@@ -49,7 +49,8 @@ void main()
vec4 c = mix(sunDiscA, sunDiscB, blend_factor);
c.rgb = clamp(c.rgb, vec3(0), vec3(1));
c.rgb = pow(c.rgb, vec3(0.7f));
- c.rgb = fullbrightAtmosTransport(c.rgb);
+
+ //c.rgb = fullbrightAtmosTransport(c.rgb);
c.rgb = fullbrightScaleSoftClip(c.rgb);
// SL-9806 stars poke through
diff --git a/indra/newview/lldrawpoolwlsky.cpp b/indra/newview/lldrawpoolwlsky.cpp
index b9bc7678e6..9039c8cbcb 100644
--- a/indra/newview/lldrawpoolwlsky.cpp
+++ b/indra/newview/lldrawpoolwlsky.cpp
@@ -484,6 +484,9 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
{
sun_shader->bind();
+ gGL.getTexUnit(0)->setTextureColorSpace(LLTexUnit::TCS_SRGB);
+ gGL.getTexUnit(1)->setTextureColorSpace(LLTexUnit::TCS_SRGB);
+
if (tex_a && (!tex_b || (tex_a == tex_b)))
{
// Bind current and next sun textures
@@ -532,6 +535,9 @@ void LLDrawPoolWLSky::renderHeavenlyBodies()
{
moon_shader->bind();
+ gGL.getTexUnit(0)->setTextureColorSpace(LLTexUnit::TCS_SRGB);
+ gGL.getTexUnit(1)->setTextureColorSpace(LLTexUnit::TCS_SRGB);
+
if (tex_a && (!tex_b || (tex_a == tex_b)))
{
// Bind current and next sun textures