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-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/materialF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/moonF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class1/deferred/sunDiscF.glsl3
-rw-r--r--indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl1
-rw-r--r--indra/newview/app_settings/shaders/class3/lighting/lightV.glsl6
-rw-r--r--indra/newview/lldrawpoolwlsky.cpp6
8 files changed, 11 insertions, 11 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
index 1acb76bdd1..ae579d7f85 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl
@@ -225,7 +225,6 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = max(getAmbientClamp(), ambient); // keeps shadows dark
ambient = 1.0 - ambient;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
diff --git a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
index cbb7a04631..f7af3647a1 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl
@@ -323,7 +323,6 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = max(getAmbientClamp(), ambient);
ambient = 1.0 - ambient;
vec3 sun_contrib = min(final_da, shadow) * sunlit;
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/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
index afdd8cdda3..bcd93d9a2d 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl
@@ -116,7 +116,6 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = max(getAmbientClamp(), ambient);
ambient = 1.0 - ambient;
vec3 sun_contrib = final_da * sunlit;
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/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
index 06a76668ba..7368b8d80c 100644
--- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
+++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl
@@ -126,7 +126,6 @@ void main()
float ambient = da;
ambient *= 0.5;
ambient *= ambient;
- ambient = max(getAmbientClamp(), ambient);
ambient = 1.0 - ambient;
vec3 sun_contrib = scol * final_da * sunlit;
diff --git a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
index 1ac0ad8948..f5428077fa 100644
--- a/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
+++ b/indra/newview/app_settings/shaders/class3/lighting/lightV.glsl
@@ -31,8 +31,8 @@ vec4 sumLights(vec3 pos, vec3 norm, vec4 color);
vec4 calcLighting(vec3 pos, vec3 norm, vec4 color)
{
- vec4 c = sumLights(pos, norm, color);
- c.rgb += atmosAmbient() * color.rgb;
- return c * 2.0;
+ vec4 c = sumLights(pos, norm, color) * 2.0;
+ c.rgb += atmosAmbient() * color.rgb * 0.5;
+ return c;
}
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