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author | Clément Foucault <foucault.clem@gmail.com> | 2020-06-22 18:31:42 +0300 |
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committer | Jeroen Bakker <jeroen@blender.org> | 2020-07-02 10:08:32 +0300 |
commit | 000fbef35d2418db38a58da2c7a4ea7ac8fda402 (patch) | |
tree | 0431d493cb2b0b486a70e4857cda2a4a33f52935 | |
parent | a2c1f41d95957a84e7a856a7b1dc889a0d98be5b (diff) |
UV Editor: Fix Vertex Overlay color not being color managed
Could be backported to 2.83 LTS
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl | 2 |
1 files changed, 2 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl index f30e292154e..6d997ec14cc 100644 --- a/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl +++ b/source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl @@ -29,4 +29,6 @@ void main() else { fragColor = mix(fillColor, outlineColor, smoothstep(radii[3], radii[2], dist)); } + + fragColor = blender_srgb_to_framebuffer_space(fragColor); } |