Remove !sRGB in shader which is always true now

Also don't use tonemap in RTT
This commit is contained in:
Benau 2018-01-22 12:54:39 +08:00
parent 4025883243
commit 45957af6f8
11 changed files with 7 additions and 39 deletions

View File

@ -39,7 +39,7 @@ void main(void)
vec4 particle_color = vec4(color_lifetime.zyx, 1.0);
tc = Texcoord;
#if !defined(sRGB_Framebuffer_Usable) && !defined(Advanced_Lighting_Enabled)
#if !defined(Advanced_Lighting_Enabled)
particle_color.rgb = pow(particle_color.rgb, vec3(1.0 / 2.2));
#endif
pc = particle_color;

View File

@ -44,7 +44,7 @@ void main(void)
vec4 particle_color = vec4(color_lifetime.zyx, 1.0) * alpha;
tc = Texcoord;
#if !defined(sRGB_Framebuffer_Usable) && !defined(Advanced_Lighting_Enabled)
#if !defined(Advanced_Lighting_Enabled)
particle_color.rgb = pow(particle_color.rgb, vec3(1.0 / 2.2));
#endif
pc = particle_color;

View File

@ -31,11 +31,7 @@ void main(void)
vec3 final_color = col.xyz * color.xyz;
#if !defined(Advanced_Lighting_Enabled)
#if !defined(sRGB_Framebuffer_Usable)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#else
final_color = final_color * 0.5;
#endif
#endif
o_diffuse_color = vec4(final_color, 1.0);

View File

@ -17,11 +17,7 @@ void main(void)
vec3 final_color = layer_two_tex.rgb + color.rgb * (1.0 - layer_two_tex.a);
#if !defined(Advanced_Lighting_Enabled)
#if !defined(sRGB_Framebuffer_Usable)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#else
final_color = final_color * 0.5;
#endif
#endif
o_diffuse_color = vec4(final_color, 1.0);

View File

@ -30,11 +30,7 @@ void main()
vec3 final_color = col.xyz * color.xyz;
#if !defined(Advanced_Lighting_Enabled)
#if !defined(sRGB_Framebuffer_Usable)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#else
final_color = final_color * 0.5;
#endif
#endif
o_diffuse_color = vec4((final_color * custom_alpha), custom_alpha);

View File

@ -29,11 +29,7 @@ void main(void)
vec3 final_color = col.xyz;
#if !defined(Advanced_Lighting_Enabled)
#if !defined(sRGB_Framebuffer_Usable)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#else
final_color = final_color * 0.5;
#endif
#endif
o_diffuse_color = vec4(final_color, 1.0);

View File

@ -23,7 +23,7 @@ void main()
vec3 old_hsv = rgbToHsv(col.rgb);
float mask_step = step(mask, 0.5);
#if !defined(Advanced_Lighting_Enabled)
float saturation = mask * 2.1;
float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2)
#else
float saturation = mask * 2.5;
#endif
@ -35,11 +35,7 @@ void main()
vec3 final_color = col.xyz * color.xyz;
#if !defined(Advanced_Lighting_Enabled)
#if !defined(sRGB_Framebuffer_Usable)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#else
final_color = final_color * 0.5;
#endif
#endif
o_diffuse_color = vec4(final_color, 1.0);

View File

@ -21,7 +21,7 @@ void main(void)
vec3 old_hsv = rgbToHsv(col.rgb);
float mask_step = step(mask, 0.5);
#if !defined(Advanced_Lighting_Enabled)
float saturation = mask * 2.1;
float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2)
#else
float saturation = mask * 2.5;
#endif
@ -33,11 +33,7 @@ void main(void)
vec3 final_color = col.xyz * color.xyz;
#if !defined(Advanced_Lighting_Enabled)
#if !defined(sRGB_Framebuffer_Usable)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#else
final_color = final_color * 0.5;
#endif
#endif
o_diffuse_color = vec4(final_color, 1.0);

View File

@ -19,11 +19,7 @@ void main(void)
vec3 final_color = col.xyz * color.xyz;
#if !defined(Advanced_Lighting_Enabled)
#if !defined(sRGB_Framebuffer_Usable)
final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2)
#else
final_color = final_color * 0.5;
#endif
#endif
o_diffuse_color = vec4(final_color, 1.0);

View File

@ -13,10 +13,6 @@ void main()
// Uncharted2 tonemap with Auria's custom coefficients
vec4 perChannel = (col * (6.9 * col + .5)) / (col * (5.2 * col + 1.7) + 0.06);
#if !(!defined(sRGB_Framebuffer_Usable) && defined(Advanced_Lighting_Enabled))
perChannel = pow(perChannel, vec4(2.2));
#endif
vec2 inside = uv - 0.5;
float vignette = 1. - dot(inside, inside) * vignette_weight;
vignette = clamp(pow(vignette, 0.8), 0., 1.);

View File

@ -886,15 +886,15 @@ void ShaderBasedRenderer::renderToTexture(GL3RenderTarget *render_target,
if (CVS->isDefferedEnabled())
{
renderSceneDeferred(camera, dt, false, true);
render_target->setFrameBuffer(m_post_processing
->render(camera, false, m_rtts));
}
else
{
renderScene(camera, dt, false, true);
render_target->setFrameBuffer(&m_rtts->getFBO(FBO_COLORS));
}
render_target->setFrameBuffer(m_post_processing
->render(camera, false, m_rtts));
// reset
glViewport(0, 0,
irr_driver->getActualScreenSize().Width,