From ac080210a8cd2f64c040f980708ccce2c5464874 Mon Sep 17 00:00:00 2001 From: Graham Linden Date: Mon, 6 May 2019 11:18:31 -0700 Subject: Make underwater shader output linear (refracted image was in wrong colorspace). --- indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl | 3 +++ 1 file changed, 3 insertions(+) diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl index e95a688e1f..641c6fbd36 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl @@ -58,6 +58,7 @@ VARYING vec4 refCoord; VARYING vec4 littleWave; VARYING vec4 view; +vec3 srgb_to_linear(vec3 c); vec2 encode_normal(vec3 n); vec4 applyWaterFog(vec4 color, vec3 viewVec) @@ -112,6 +113,8 @@ void main() vec4 fb = texture2D(screenTex, distort); + fb.rgb = srgb_to_linear(fb.rgb); + frag_data[0] = vec4(fb.rgb, 1.0); // diffuse frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace -- cgit v1.2.3