From 7c7d71269f5b47397d14bbe44e341e4ac1d96889 Mon Sep 17 00:00:00 2001 From: Runitai Linden Date: Thu, 5 Mar 2020 16:28:06 -0600 Subject: WIP - Windlight sun lighting should happen in sRGB space, not linear space. This keeps ambient from getting overblown and better matches environment lighting with ALM on/off. --- .../app_settings/shaders/class3/deferred/multiSpotLightF.glsl | 3 ++- .../newview/app_settings/shaders/class3/deferred/softenLightF.glsl | 6 ++++-- indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl | 2 +- 3 files changed, 7 insertions(+), 4 deletions(-) (limited to 'indra/newview/app_settings/shaders/class3/deferred') diff --git a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl index 52de7ceaad..9d62b9d180 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/multiSpotLightF.glsl @@ -183,7 +183,7 @@ void main() vec3 col = vec3(0,0,0); - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + vec3 diff_tex = srgb_to_linear(texture2DRect(diffuseRect, frag.xy).rgb); vec4 spec = texture2DRect(specularRect, frag.xy); @@ -285,6 +285,7 @@ void main() col = scaleDownLight(col); + //output linear space color as gamma correction happens down stream frag_color.rgb = col; frag_color.a = 0.0; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl index 978c25b86a..7ed9e7b4fc 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/softenLightF.glsl @@ -94,7 +94,8 @@ void main() float da = max(dot(norm.xyz, sun_dir.xyz), 0.0); - vec4 diffuse = texture2DRect(diffuseRect, tc); // linear + vec4 diffuse = texture2DRect(diffuseRect, tc); // sRGB + diffuse.rgb = srgb_to_linear(diffuse.rgb); vec3 col; float bloom = 0.0; @@ -169,7 +170,8 @@ void main() bloom = fogged.a; #endif } - + + //output linear since gamma correction happens down stream frag_color.rgb = col; frag_color.a = bloom; } diff --git a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl index bccd819a43..56b0f4e5ce 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/spotLightF.glsl @@ -182,7 +182,7 @@ void main() vec3 col = vec3(0,0,0); - vec3 diff_tex = texture2DRect(diffuseRect, frag.xy).rgb; + vec3 diff_tex = srgb_to_linear(texture2DRect(diffuseRect, frag.xy).rgb); vec4 spec = texture2DRect(specularRect, frag.xy); -- cgit v1.2.3