From eb5038fe755fd90b927359cd9fccd9ef2e951ca5 Mon Sep 17 00:00:00 2001
From: Graham Linden <graham@lindenlab.com>
Date: Mon, 17 Sep 2018 20:09:58 +0100
Subject: SL-9618

Remove extraneous linear to sRGB conversion causing underwater refracted screen tex to be brighter than it should be.
---
 indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl | 2 +-
 1 file changed, 1 insertion(+), 1 deletion(-)

(limited to 'indra/newview')

diff --git a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
index 3a8565ee38..db1eab23fb 100644
--- a/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
+++ b/indra/newview/app_settings/shaders/class1/deferred/underWaterF.glsl
@@ -115,7 +115,7 @@ void main()
 		
 	vec4 fb = texture2D(screenTex, distort);
 
-	frag_data[0] = vec4(linear_to_srgb(fb.rgb), 1.0); // diffuse
+	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
 }
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