From d72c0f1d6aff3fc3ea011e38f58b209ffa0bb639 Mon Sep 17 00:00:00 2001 From: Dave Parks Date: Wed, 21 Sep 2022 12:48:10 -0500 Subject: SL-18190 Fix for fullbright alpha blended legacy materials appearing in wrong color space --- .../app_settings/shaders/class3/deferred/materialF.glsl | 15 ++++----------- 1 file changed, 4 insertions(+), 11 deletions(-) (limited to 'indra') diff --git a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl index fcda50c4de..07f50af7e3 100644 --- a/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl +++ b/indra/newview/app_settings/shaders/class3/deferred/materialF.glsl @@ -244,11 +244,6 @@ void main() } #endif -#if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - vec3 gamma_diff = diffcol.rgb; - diffcol.rgb = srgb_to_linear(diffcol.rgb); -#endif - #ifdef HAS_SPECULAR_MAP vec4 spec = texture2D(specularMap, vary_texcoord2.xy); spec.rgb *= specular_color.rgb; @@ -293,7 +288,7 @@ void main() #if (DIFFUSE_ALPHA_MODE == DIFFUSE_ALPHA_MODE_BLEND) - //forward rendering, output just lit sRGBA + //forward rendering, output lit linear color vec3 pos = vary_position; float shadow = 1.0f; @@ -355,7 +350,7 @@ void main() color += sun_contrib; - color *= gamma_diff.rgb; + color *= diffcol.rgb; float glare = 0.0; @@ -378,9 +373,6 @@ void main() #endif } - - color = mix(color.rgb, diffcol.rgb, diffuse.a); - #ifdef HAS_REFLECTION_PROBES if (envIntensity > 0.0) { // add environmentmap @@ -439,12 +431,13 @@ void main() al = temp.a; #endif + color = mix(color.rgb, srgb_to_linear(diffcol.rgb), diffuse.a); frag_color = vec4(color, al); #else // mode is not DIFFUSE_ALPHA_MODE_BLEND, encode to gbuffer // deferred path // See: C++: addDeferredAttachment(), shader: softenLightF.glsl - frag_data[0] = final_color; // gbuffer is sRGB + frag_data[0] = final_color; // gbuffer is sRGB for legacy materials frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent. frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity. W = 1 skip atmos (mask off fog) #endif -- cgit v1.2.3