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Commit 72a0ae58 authored by Graham Linden's avatar Graham Linden
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NORSPEC-293 fix sRGB to linear conversion to not scrooge the darks

parent 96869baa
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......@@ -189,6 +189,11 @@ vec3 srgb_to_linear(vec3 cs)
cl = {
{ ((cs + 0.055)/1.055)^2.4, cs > 0.04045*/
vec3 low_range = cs / vec3(12.92);
if (((cs.r + cs.g + cs.b) / 3) <= 0.04045)
return low_range;
return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
}
......
......@@ -39,34 +39,15 @@ vec2 encode_normal(vec3 n)
return n.xy / f + 0.5;
}
vec3 srgb_to_linear(vec3 cs)
{
/* { cs / 12.92, cs <= 0.04045
cl = {
{ ((cs + 0.055)/1.055)^2.4, cs > 0.04045*/
return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
}
vec3 linear_to_srgb(vec3 cl)
{
/*{ 0.0, 0 <= cl
{ 12.92 * c, 0 < cl < 0.0031308
cs = { 1.055 * cl^0.41666 - 0.055, 0.0031308 <= cl < 1
{ 1.0, cl >= 1*/
return 1.055 * pow(cl, vec3(0.41666)) - 0.055;
}
void main()
{
vec3 col = vertex_color.rgb * diffuseLookup(vary_texcoord0.xy).rgb;
vec4 diff = diffuseLookup(vary_texcoord0.xy);
vec3 col = vertex_color.rgb * diff.rgb;
vec3 spec;
spec.rgb = vec3(vertex_color.a);
frag_data[0] = vec4(col, 0.0);
frag_data[0] = vec4(col, 0);
frag_data[1] = vec4(spec, vertex_color.a); // spec
vec3 nvn = normalize(vary_normal);
frag_data[2] = vec4(encode_normal(nvn.xyz), vertex_color.a, 0.0);
......
......@@ -38,6 +38,11 @@ vec3 srgb_to_linear(vec3 cs)
cl = {
{ ((cs + 0.055)/1.055)^2.4, cs > 0.04045*/
vec3 low_range = cs / vec3(12.92);
if (((cs.r + cs.g + cs.b) / 3) <= 0.04045)
return low_range;
return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
}
......
......@@ -86,6 +86,11 @@ vec3 srgb_to_linear(vec3 cs)
cl = {
{ ((cs + 0.055)/1.055)^2.4, cs > 0.04045*/
vec3 low_range = cs / vec3(12.92);
if (((cs.r + cs.g + cs.b) / 3) <= 0.04045)
return low_range;
return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
}
......
......@@ -85,6 +85,11 @@ vec3 srgb_to_linear(vec3 cs)
cl = {
{ ((cs + 0.055)/1.055)^2.4, cs > 0.04045*/
vec3 low_range = cs / vec3(12.92);
if (((cs.r + cs.g + cs.b) / 3) <= 0.04045)
return low_range;
return pow((cs+vec3(0.055))/vec3(1.055), vec3(2.4));
}
......@@ -420,6 +425,7 @@ void main()
col *= diffuse.rgb;
vec3 refnormpersp = normalize(reflect(pos.xyz, norm.xyz));
if (spec.a > 0.0) // specular reflection
......@@ -445,11 +451,10 @@ void main()
vec3 refcol = textureCube(environmentMap, env_vec).rgb;
col = mix(col.rgb, refcol,
envIntensity);
col = mix(col.rgb, refcol, envIntensity);
}
if (norm.w < 0.5)
{
col = mix(atmosLighting(col), fullbrightAtmosTransport(col), diffuse.a);
......@@ -462,6 +467,8 @@ void main()
bloom = fogged.a;
#endif
col = srgb_to_linear(col);
//col = vec3(1,0,1);
......
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