From c107afcb1ed02266d6f63910338c6095fcad9e23 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Tue, 26 Mar 2013 16:23:49 -0500 Subject: NORSPEC-57, NORSPEC-58 Remove sRGB and gamma correction from shaders to remove banding and not break all shiny objects. --- .../app_settings/shaders/class1/deferred/alphaF.glsl | 1 - .../app_settings/shaders/class1/deferred/bumpF.glsl | 2 +- .../app_settings/shaders/class1/deferred/diffuseF.glsl | 2 +- .../shaders/class1/deferred/diffuseIndexedF.glsl | 2 +- .../shaders/class1/deferred/postDeferredF.glsl | 3 +-- .../shaders/class1/deferred/postDeferredNoDoFF.glsl | 3 +-- .../shaders/class1/deferred/softenLightF.glsl | 17 ++++++----------- .../shaders/class1/deferred/spotLightF.glsl | 6 ------ .../class1/lighting/lightFullbrightAlphaMaskF.glsl | 4 +--- 9 files changed, 12 insertions(+), 28 deletions(-) (limited to 'indra/newview/app_settings/shaders/class1') diff --git a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl index ef04ef5ce6..dd87ddb330 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/alphaF.glsl @@ -59,7 +59,6 @@ void main() vec4 pos = vec4(vary_position, 1.0); vec4 diff= diffuseLookup(vary_texcoord0.xy); - diff.rgb = pow(diff.rgb, vec3(2.2)); vec4 col = vec4(vary_ambient + vary_directional.rgb, vertex_color.a); vec4 color = diff * col; diff --git a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl index aaf1e5e572..a887728493 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/bumpF.glsl @@ -48,7 +48,7 @@ void main() dot(norm,vary_mat1), dot(norm,vary_mat2)); - frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0); + frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(tnorm); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl index 85f28f68c0..2e456d00dd 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseF.glsl @@ -38,7 +38,7 @@ VARYING vec2 vary_texcoord0; void main() { vec3 col = vertex_color.rgb * texture2D(diffuseMap, vary_texcoord0.xy).rgb; - frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0); + frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); diff --git a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl index 6b5a922c29..bb6dc9a57d 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/diffuseIndexedF.glsl @@ -37,7 +37,7 @@ void main() { vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb; - frag_data[0] = vec4(col * (1 - vertex_color.a), 0.0); + frag_data[0] = vec4(col, 0.0); frag_data[1] = vertex_color.aaaa; // spec //frag_data[1] = vec4(vec3(vertex_color.a), vertex_color.a+(1.0-vertex_color.a)*vertex_color.a); // spec - from former class3 - maybe better, but not so well tested vec3 nvn = normalize(vary_normal); diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl index 3f57b006cd..bf362e21a4 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredF.glsl @@ -37,7 +37,6 @@ uniform mat4 inv_proj; uniform vec2 screen_res; uniform float max_cof; uniform float res_scale; -uniform float global_gamma; VARYING vec2 vary_fragcoord; @@ -124,6 +123,6 @@ void main() diff /= w; } - diff.rgb = pow(diff.rgb, vec3(1.0/global_gamma)); + frag_color = diff; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl index c891c4e445..eb5beeef39 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/postDeferredNoDoFF.glsl @@ -35,13 +35,12 @@ uniform sampler2DRect diffuseRect; uniform sampler2D bloomMap; uniform vec2 screen_res; -uniform float global_gamma; VARYING vec2 vary_fragcoord; void main() { vec4 diff = texture2DRect(diffuseRect, vary_fragcoord.xy); - diff.rgb = pow(diff.rgb, vec3(1.0/global_gamma)); + vec4 bloom = texture2D(bloomMap, vary_fragcoord.xy/screen_res); frag_color = diff + bloom; } diff --git a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl index 2ec3fe4a52..2905cc91b6 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/softenLightF.glsl @@ -77,11 +77,6 @@ vec3 vary_AtmosAttenuation; uniform mat4 inv_proj; uniform vec2 screen_res; -vec3 samplesRGB(vec3 color) -{ - return pow(color, vec3(2.2)); -} - vec4 getPosition_d(vec2 pos_screen, float depth) { vec2 sc = pos_screen.xy*2.0; @@ -106,15 +101,15 @@ vec3 getPositionEye() } vec3 getSunlitColor() { - return samplesRGB(vary_SunlitColor) * 4.4; + return vary_SunlitColor; } vec3 getAmblitColor() { - return samplesRGB((vary_AmblitColor)) * 2.2; + return vary_AmblitColor; } vec3 getAdditiveColor() { - return samplesRGB(vary_AdditiveColor) * 2.2; + return vary_AdditiveColor; } vec3 getAtmosAttenuation() { @@ -305,7 +300,7 @@ void main() // vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz)); float sa = dot(refnormpersp, sun_dir.xyz); - vec3 dumbshiny = vary_SunlitColor*(texture2D(lightFunc, vec2(sa, spec.a)).r); + vec3 dumbshiny = vary_SunlitColor*(6 * texture2D(lightFunc, vec2(sa, spec.a)).r); // add the two types of shiny together vec3 spec_contrib = dumbshiny * spec.rgb; @@ -314,8 +309,8 @@ void main() //add environmentmap vec3 env_vec = env_mat * refnormpersp; - col = mix(col.rgb, samplesRGB(textureCube(environmentMap, env_vec).rgb) * 2.2, - max(norm.a-diffuse.a*2.0, 0.0)); + col = mix(col.rgb, textureCube(environmentMap, env_vec).rgb, + max(spec.a-diffuse.a*2.0, 0.0)); } col = atmosLighting(col); diff --git a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl index 9bdf87678f..cca63872de 100644 --- a/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class1/deferred/spotLightF.glsl @@ -72,8 +72,6 @@ vec4 texture2DLodSpecular(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = tc-vec2(0.5); float det = max(1.0-lod/(proj_lod*0.5), 0.0); @@ -89,8 +87,6 @@ vec4 texture2DLodDiffuse(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = vec2(0.5) - abs(tc-vec2(0.5)); float det = min(lod/(proj_lod*0.5), 1.0); @@ -108,8 +104,6 @@ vec4 texture2DLodAmbient(sampler2D projectionMap, vec2 tc, float lod) { vec4 ret = texture2DLod(projectionMap, tc, lod); - ret.rgb = pow(ret.rgb, vec3(2.2)); - vec2 dist = tc-vec2(0.5); float d = dot(dist,dist); diff --git a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl index 9543be562b..6c34643aab 100644 --- a/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl +++ b/indra/newview/app_settings/shaders/class1/lighting/lightFullbrightAlphaMaskF.glsl @@ -37,8 +37,6 @@ vec3 fullbrightScaleSoftClip(vec3 light); VARYING vec4 vertex_color; VARYING vec2 vary_texcoord0; -uniform float texture_gamma; - void fullbright_lighting() { vec4 color = diffuseLookup(vary_texcoord0.xy) * vertex_color; @@ -47,7 +45,7 @@ void fullbright_lighting() { discard; } - color.rgb = pow(color.rgb, vec3(texture_gamma)); + color.rgb = fullbrightAtmosTransport(color.rgb); color.rgb = fullbrightScaleSoftClip(color.rgb); -- cgit v1.2.3