From 2a96a5f3eae9c0cf5a239a6734a8a656a71c2cb7 Mon Sep 17 00:00:00 2001 From: Geenz Date: Mon, 29 Apr 2013 14:15:59 -0400 Subject: Fix any missing color space conversions where appropriate, tweak the sun's intensity to match pre-gamma correction results, and also mask spotlight specular by the projected texture. --- .../app_settings/shaders/class2/windlight/atmosphericsV.glsl | 12 +++--------- 1 file changed, 3 insertions(+), 9 deletions(-) (limited to 'indra/newview/app_settings/shaders/class2/windlight') diff --git a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl index d543479b85..c1eff73bc8 100644 --- a/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl +++ b/indra/newview/app_settings/shaders/class2/windlight/atmosphericsV.glsl @@ -130,17 +130,11 @@ void calcAtmospherics(vec3 inPositionEye) { vec3(blue_horizon * blue_weight * (sunlight*(1.-cloud_shadow) + tmpAmbient) + (haze_horizon * haze_weight) * (sunlight*(1.-cloud_shadow) * temp2.x + tmpAmbient))); - - float gammaScale = 1.0; - if (global_gamma > 1.0) - { - gammaScale = global_gamma / 2 + global_gamma; - } //brightness of surface both sunlight and ambient - setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * gammaScale); - setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * gammaScale); - setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * gammaScale); + setSunlitColor(pow(vec3(sunlight * .5), vec3(global_gamma)) * global_gamma); + setAmblitColor(pow(vec3(tmpAmbient * .25), vec3(global_gamma)) * global_gamma); + setAdditiveColor(pow(getAdditiveColor() * vec3(1.0 - temp1), vec3(global_gamma)) * global_gamma); // vary_SunlitColor = vec3(0); // vary_AmblitColor = vec3(0); -- cgit v1.3