diff --git a/indra/newview/alrenderutils.cpp b/indra/newview/alrenderutils.cpp index f8fa8d0a8ca383e037b347a40efc9d0a2a86edb4..90336bae8542af27b00e58de41402f8ffb28e200 100644 --- a/indra/newview/alrenderutils.cpp +++ b/indra/newview/alrenderutils.cpp @@ -530,10 +530,10 @@ void ALRenderUtil::renderTonemap(LLRenderTarget* src, LLRenderTarget* dst, LLRen if (bloom) { - channel = tone_shader->enableTexture(LLShaderMgr::DEFERRED_BLOOM, bloom->getUsage()); + channel = tone_shader->enableTexture(LLShaderMgr::DEFERRED_EMISSIVE, bloom->getUsage()); if (channel > -1) { - bloom->bindTexture(0, channel); + bloom->bindTexture(0, channel, LLTexUnit::TFO_BILINEAR); } } diff --git a/indra/newview/app_settings/shaders/class1/alchemy/toneMapF.glsl b/indra/newview/app_settings/shaders/class1/alchemy/toneMapF.glsl index d21cce5f22e076c3a91b9b718255de4bf9d7179f..31d3f3bcdc4d12a4f0934a451a860d2ff2717733 100644 --- a/indra/newview/app_settings/shaders/class1/alchemy/toneMapF.glsl +++ b/indra/newview/app_settings/shaders/class1/alchemy/toneMapF.glsl @@ -33,7 +33,7 @@ out vec4 frag_color; in vec2 vary_fragcoord; uniform sampler2D diffuseRect; -uniform sampler2D bloomMap; +uniform sampler2D emissiveRect; uniform vec2 screen_res; uniform float exposure; @@ -293,11 +293,8 @@ vec3 legacyGamma(vec3 color) void main() { - vec4 diff = texture(diffuseRect, vary_fragcoord); - - // vec4 bloom = texture(bloomMap, vary_fragcoord.xy/screen_res); - // diff.rgb += bloom.rgb; - + vec4 diff = texture(diffuseRect, vary_fragcoord) + texture2D(emissiveRect, vary_fragcoord); + #if TONEMAP_METHOD != 0 // Exposure adjustment diff.rgb *= exposure; diff --git a/indra/newview/pipeline.cpp b/indra/newview/pipeline.cpp index 71559c5a2a79c17f8cc3936bada5958e77f684ea..c7fdf880d5a09024c26749b11b70cffc412a349c 100644 --- a/indra/newview/pipeline.cpp +++ b/indra/newview/pipeline.cpp @@ -7470,7 +7470,7 @@ void LLPipeline::renderFinalize() dst.flush(); } #if 1 - mALRenderUtil->renderTonemap(screenTarget(),screenTarget(),nullptr); + mALRenderUtil->renderTonemap(screenTarget(),screenTarget(),&mGlow[1]); mALRenderUtil->renderSharpen(screenTarget(),screenTarget()); #else