NORSPEC-311 make post deferred (alpha objects) respect same gamma ramp as deferred (opaque objects)

master
Graham Linden 2013-07-24 04:03:27 -07:00
parent 72a0ae58e9
commit e290dd3fa1
10 changed files with 49 additions and 15 deletions

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@ -1138,7 +1138,8 @@ void LLShaderMgr::initAttribsAndUniforms()
mReservedUniforms.push_back("global_gamma");
mReservedUniforms.push_back("texture_gamma");
mReservedUniforms.push_back("display_gamma");
mReservedUniforms.push_back("specular_color");
mReservedUniforms.push_back("env_intensity");

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@ -168,7 +168,8 @@ public:
GLOBAL_GAMMA,
TEXTURE_GAMMA,
DISPLAY_GAMMA,
SPECULAR_COLOR,
ENVIRONMENT_INTENSITY,

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@ -35,6 +35,8 @@ out vec4 frag_color;
#define frag_color gl_FragColor
#endif
uniform float display_gamma;
#if HAS_SHADOW
uniform sampler2DShadow shadowMap0;
uniform sampler2DShadow shadowMap1;
@ -204,6 +206,11 @@ vec3 linear_to_srgb(vec3 cl)
cs = { 1.055 * cl^0.41666 - 0.055, 0.0031308 <= cl < 1
{ 1.0, cl >= 1*/
cl = clamp(cl, vec3(0), vec3(1));
if ((cl.r+cl.g+cl.b) < 0.0031308)
return 12.92 * cl;
return 1.055 * pow(cl, vec3(0.41666)) - 0.055;
}
@ -295,7 +302,7 @@ void main()
#ifdef USE_VERTEX_COLOR
float vertex_color_alpha = diff.a * vertex_color.a;
#else
float vertex_color_alpha = 1.0;
float vertex_color_alpha = diff.a;
#endif
vec3 normal = vary_norm;
@ -333,7 +340,7 @@ void main()
color.rgb += diff.rgb * vary_pointlight_col_linear * col.rgb;
color.rgb = linear_to_srgb(color.rgb);
color.rgb = pow(color.rgb,vec3(display_gamma));
#ifdef WATER_FOG
color = applyWaterFogDeferred(pos.xyz, color);

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@ -117,6 +117,11 @@ vec3 linear_to_srgb(vec3 cl)
cs = { 1.055 * cl^0.41666 - 0.055, 0.0031308 <= cl < 1
{ 1.0, cl >= 1*/
cl = clamp(cl, vec3(0), vec3(1));
if ((cl.r+cl.g+cl.b) < 0.0031308)
return 12.92 * cl;
return 1.055 * pow(cl, vec3(0.41666)) - 0.055;
}

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@ -53,6 +53,11 @@ vec3 linear_to_srgb(vec3 cl)
cs = { 1.055 * cl^0.41666 - 0.055, 0.0031308 <= cl < 1
{ 1.0, cl >= 1*/
cl = clamp(cl, vec3(0), vec3(1));
if ((cl.r+cl.g+cl.b) < 0.0031308)
return 12.92 * cl;
return 1.055 * pow(cl, vec3(0.41666)) - 0.055;
}
@ -701,7 +706,7 @@ void main()
col += spec_contrib;
}
col = mix(col.rgb, old_diffcol.rgb, diffuse.a);
col = mix(col.rgb, diffcol.rgb, diffuse.a);
if (envIntensity > 0.0)
{
@ -754,7 +759,7 @@ void main()
frag_color.a = al;
#else
//final_color.rgb = vec3(1,0,1);
//final_color.rgb = old_diffcol.rgb;
frag_data[0] = final_color;
frag_data[1] = final_specular; // XYZ = Specular color. W = Specular exponent.
frag_data[2] = final_normal; // XY = Normal. Z = Env. intensity.

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@ -36,7 +36,7 @@ uniform sampler2DRect diffuseRect;
uniform vec2 screen_res;
VARYING vec2 vary_fragcoord;
uniform float texture_gamma;
uniform float display_gamma;
vec3 linear_to_srgb(vec3 cl)
{
@ -45,13 +45,17 @@ vec3 linear_to_srgb(vec3 cl)
cs = { 1.055 * cl^0.41666 - 0.055, 0.0031308 <= cl < 1
{ 1.0, cl >= 1*/
cl = clamp(cl, vec3(0), vec3(1));
if ((cl.r+cl.g+cl.b) < 0.0031308)
return 12.92 * cl;
return 1.055 * pow(cl, vec3(0.41666)) - 0.055;
}
void main()
{
vec4 diff = texture2DRect(diffuseRect, vary_fragcoord);
diff.rgb = pow(diff.rgb,vec3(texture_gamma));
diff.rgb = pow(diff.rgb,vec3(display_gamma));
frag_color = diff;
}

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@ -101,6 +101,11 @@ vec3 linear_to_srgb(vec3 cl)
cs = { 1.055 * cl^0.41666 - 0.055, 0.0031308 <= cl < 1
{ 1.0, cl >= 1*/
cl = clamp(cl, vec3(0), vec3(1));
if ((cl.r+cl.g+cl.b) < 0.0031308)
return 12.92 * cl;
return 1.055 * pow(cl, vec3(0.41666)) - 0.055;
}
@ -403,9 +408,7 @@ void main()
ambient = (1.0-ambient);
col.rgb *= ambient;
col += atmosAffectDirectionalLight(max(min(da, 1.0), 0.0));
col += atmosAffectDirectionalLight(max(min(da, 1.0), 0.0));
col *= diffuse.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));

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@ -100,6 +100,11 @@ vec3 linear_to_srgb(vec3 cl)
cs = { 1.055 * cl^0.41666 - 0.055, 0.0031308 <= cl < 1
{ 1.0, cl >= 1*/
cl = clamp(cl, vec3(0), vec3(1));
if ((cl.r+cl.g+cl.b) < 0.0031308)
return 12.92 * cl;
return 1.055 * pow(cl, vec3(0.41666)) - 0.055;
}
@ -467,8 +472,6 @@ void main()
bloom = fogged.a;
#endif
col = srgb_to_linear(col);
//col = vec3(1,0,1);

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@ -103,13 +103,18 @@ void LLDrawPoolAlpha::beginPostDeferredPass(S32 pass)
simple_shader = &gDeferredAlphaProgram;
fullbright_shader = &gDeferredFullbrightProgram;
}
F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
fullbright_shader->bind();
fullbright_shader->uniform1f(LLShaderMgr::TEXTURE_GAMMA, 2.2f);
fullbright_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
fullbright_shader->unbind();
//prime simple shader (loads shadow relevant uniforms)
gPipeline.bindDeferredShader(*simple_shader);
simple_shader->uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
}
else
{

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@ -8833,7 +8833,7 @@ void LLPipeline::renderDeferredLighting()
F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);
@ -9382,7 +9382,7 @@ void LLPipeline::renderDeferredLightingToRT(LLRenderTarget* target)
F32 gamma = gSavedSettings.getF32("RenderDeferredDisplayGamma");
gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::TEXTURE_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
gDeferredPostGammaCorrectProgram.uniform1f(LLShaderMgr::DISPLAY_GAMMA, (gamma > 0.1f) ? 1.0f / gamma : (1.0f/2.2f));
gGL.begin(LLRender::TRIANGLE_STRIP);
gGL.texCoord2f(tc1.mV[0], tc1.mV[1]);