From e5cdf3a086bba1fa8f7ee634f2783eeede56c943 Mon Sep 17 00:00:00 2001 From: Benau Date: Tue, 23 Jan 2018 01:16:45 +0800 Subject: [PATCH] Remove all unneed gamma correction when advanced pipeline off Except for the colorization stuff --- data/shaders/sp_alpha_test.frag | 3 --- data/shaders/sp_decal.frag | 3 --- data/shaders/sp_ghost.frag | 7 ++----- data/shaders/sp_grass.frag | 3 --- data/shaders/sp_normal_map.frag | 4 +--- data/shaders/sp_solid.frag | 4 +--- data/shaders/sp_unlit.frag | 3 --- 7 files changed, 4 insertions(+), 23 deletions(-) diff --git a/data/shaders/sp_alpha_test.frag b/data/shaders/sp_alpha_test.frag index a2aed868c..3f9e46f2a 100644 --- a/data/shaders/sp_alpha_test.frag +++ b/data/shaders/sp_alpha_test.frag @@ -30,9 +30,6 @@ void main(void) } vec3 final_color = col.xyz * color.xyz; -#if !defined(Advanced_Lighting_Enabled) - final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2) -#endif o_diffuse_color = vec4(final_color, 1.0); #if defined(Advanced_Lighting_Enabled) diff --git a/data/shaders/sp_decal.frag b/data/shaders/sp_decal.frag index cd3d0b4f5..3886e93cf 100644 --- a/data/shaders/sp_decal.frag +++ b/data/shaders/sp_decal.frag @@ -16,9 +16,6 @@ void main(void) layer_two_tex.rgb = layer_two_tex.a * layer_two_tex.rgb; vec3 final_color = layer_two_tex.rgb + color.rgb * (1.0 - layer_two_tex.a); -#if !defined(Advanced_Lighting_Enabled) - final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2) -#endif o_diffuse_color = vec4(final_color, 1.0); #if defined(Advanced_Lighting_Enabled) diff --git a/data/shaders/sp_ghost.frag b/data/shaders/sp_ghost.frag index 22cafc2a9..0887e7a63 100644 --- a/data/shaders/sp_ghost.frag +++ b/data/shaders/sp_ghost.frag @@ -18,7 +18,8 @@ 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; + // For similar color + float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2) #else float saturation = mask * 2.5; #endif @@ -29,9 +30,5 @@ void main() } vec3 final_color = col.xyz * color.xyz; -#if !defined(Advanced_Lighting_Enabled) - final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2) -#endif - o_diffuse_color = vec4((final_color * custom_alpha), custom_alpha); } diff --git a/data/shaders/sp_grass.frag b/data/shaders/sp_grass.frag index 37ff748c7..1c166c2f7 100644 --- a/data/shaders/sp_grass.frag +++ b/data/shaders/sp_grass.frag @@ -28,9 +28,6 @@ void main(void) } vec3 final_color = col.xyz; -#if !defined(Advanced_Lighting_Enabled) - final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2) -#endif o_diffuse_color = vec4(final_color, 1.0); #if defined(Advanced_Lighting_Enabled) diff --git a/data/shaders/sp_normal_map.frag b/data/shaders/sp_normal_map.frag index 4a43a0765..2fee160a5 100644 --- a/data/shaders/sp_normal_map.frag +++ b/data/shaders/sp_normal_map.frag @@ -23,6 +23,7 @@ void main() vec3 old_hsv = rgbToHsv(col.rgb); float mask_step = step(mask, 0.5); #if !defined(Advanced_Lighting_Enabled) + // For similar color float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2) #else float saturation = mask * 2.5; @@ -34,9 +35,6 @@ void main() } vec3 final_color = col.xyz * color.xyz; -#if !defined(Advanced_Lighting_Enabled) - final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2) -#endif o_diffuse_color = vec4(final_color, 1.0); #if defined(Advanced_Lighting_Enabled) diff --git a/data/shaders/sp_solid.frag b/data/shaders/sp_solid.frag index 6c5ab8e0a..911ed9e76 100644 --- a/data/shaders/sp_solid.frag +++ b/data/shaders/sp_solid.frag @@ -21,6 +21,7 @@ void main(void) vec3 old_hsv = rgbToHsv(col.rgb); float mask_step = step(mask, 0.5); #if !defined(Advanced_Lighting_Enabled) + // For similar color float saturation = mask * 1.825; // 2.5 * 0.5 ^ (1. / 2.2) #else float saturation = mask * 2.5; @@ -32,9 +33,6 @@ void main(void) } vec3 final_color = col.xyz * color.xyz; -#if !defined(Advanced_Lighting_Enabled) - final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2) -#endif o_diffuse_color = vec4(final_color, 1.0); #if defined(Advanced_Lighting_Enabled) diff --git a/data/shaders/sp_unlit.frag b/data/shaders/sp_unlit.frag index b7970ff8c..eb82a661b 100644 --- a/data/shaders/sp_unlit.frag +++ b/data/shaders/sp_unlit.frag @@ -18,9 +18,6 @@ void main(void) } vec3 final_color = col.xyz * color.xyz; -#if !defined(Advanced_Lighting_Enabled) - final_color = final_color * 0.73; // 0.5 ^ (1. / 2.2) -#endif o_diffuse_color = vec4(final_color, 1.0); #if defined(Advanced_Lighting_Enabled)