diff options
Diffstat (limited to 'indra')
9 files changed, 11 insertions, 21 deletions
diff --git a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl index d29e8a9423..eb6e56e718 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/impostorF.glsl @@ -40,6 +40,8 @@ uniform sampler2D specularMap; VARYING vec2 vary_texcoord0; +vec3 linear_to_srgb(vec3 c); + void main() { vec4 col = texture2D(diffuseMap, vary_texcoord0.xy); @@ -52,6 +54,7 @@ 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 80d19102b6..bb69e45816 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/materialF.glsl @@ -159,11 +159,6 @@ vec3 calcPointLightOrSpotLight(vec3 light_col, vec3 npos, vec3 diffuse, vec4 spe vec3 speccol = lit*scol*light_col.rgb*spec.rgb; speccol = clamp(speccol, vec3(0), vec3(1)); col += speccol; - - float cur_glare = max(speccol.r, speccol.g); - cur_glare = max(cur_glare, speccol.b); - glare = max(glare, speccol.r); - glare += max(cur_glare, 0.0); } } } @@ -406,6 +401,8 @@ void main() vec3 light = vec3(0, 0, 0); + final_specular.rgb = srgb_to_linear(final_specular.rgb); // SL-14035 + #define LIGHT_LOOP(i) light.rgb += calcPointLightOrSpotLight(light_diffuse[i].rgb, npos, diffuse.rgb, final_specular, pos.xyz, norm.xyz, light_position[i], light_direction[i].xyz, light_attenuation[i].x, light_attenuation[i].y, light_attenuation[i].z, glare, light_attenuation[i].w ); LIGHT_LOOP(1) diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl index 8c402fcb54..09c47165dd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiPointLightF.glsl @@ -73,9 +73,7 @@ void main() vec3 norm = getNorm(frag.xy); vec4 spec = texture2DRect(specularRect, frag.xy); - spec.rgb = srgb_to_linear(spec.rgb); vec3 diff = texture2DRect(diffuseRect, frag.xy).rgb; - diff.rgb = srgb_to_linear(diff.rgb); float noise = texture2D(noiseMap, frag.xy / 128.0).b; vec3 npos = normalize(-pos); diff --git a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl index 9bba45bc4e..ec3fb9c543 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/multiSpotLightF.glsl @@ -182,10 +182,6 @@ void main() vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - // SL-12005 Projector light pops as we get closer, more objectionable than being in wrong color space. - // We can't switch to linear here unless we do it everywhere* - // *gbuffer is sRGB, convert to linear whenever sampling from it - diff_tex.rgb = srgb_to_linear(diff_tex.rgb); vec3 dlit = vec3(0, 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 d805c9ea48..18616a9bb3 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/pointLightF.glsl @@ -90,7 +90,6 @@ 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); @@ -127,7 +126,7 @@ void main() { discard; } -//col.rgb = vec3(0); + frag_color.rgb = col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index f80f1a985a..7f2c603f87 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -90,7 +90,7 @@ void main() vec4 diffuse = texture2DRect(diffuseRect, tc); //convert to gamma space - //diffuse.rgb = linear_to_srgb(diffuse.rgb); + diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14035 vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec3 color = vec3(0); diff --git a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl index 5d7a28c359..1b7a1cc6ec 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/multiSpotLightF.glsl @@ -191,10 +191,6 @@ void main() float da = dot(norm, lv); vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; - // SL-12005 Projector light pops as we get closer, more objectionable than being in wrong color space. - // We can't switch to linear here unless we do it everywhere* - // *gbuffer IS sRGB, convert to linear since this shader outputs linear - diff_tex.rgb = srgb_to_linear(diff_tex.rgb); vec4 spec = texture2DRect(specularRect, frag.xy); diff --git a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl index f4db53e0b7..7700d16007 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/softenLightF.glsl @@ -87,8 +87,9 @@ void main() float light_gamma = 1.0 / 1.3; da = pow(da, light_gamma); - vec4 diffuse = texture2DRect(diffuseRect, tc); - vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); + vec4 diffuse = texture2DRect(diffuseRect, tc); + diffuse.rgb = linear_to_srgb(diffuse.rgb); // SL-14025 + vec4 spec = texture2DRect(specularRect, vary_fragcoord.xy); vec2 scol_ambocc = texture2DRect(lightMap, vary_fragcoord.xy).rg; scol_ambocc = pow(scol_ambocc, vec2(light_gamma)); diff --git a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl index 5ab0b5c5b4..774f537821 100644 --- a/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class2/deferred/spotLightF.glsl @@ -189,7 +189,7 @@ void main() lv = normalize(lv); float da = dot(norm, lv); - vec3 diff_tex = srgb_to_linear(texture2DRect(diffuseRect, frag.xy).rgb); + vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; vec4 spec = texture2DRect(specularRect, frag.xy); vec3 dlit = vec3(0, 0, 0); |