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authorClément Foucault <foucault.clem@gmail.com>2018-12-14 21:16:35 +0300
committerClément Foucault <foucault.clem@gmail.com>2018-12-17 19:05:57 +0300
commit29877fb1a443e1daebf1466fa3a048ef5cefd807 (patch)
tree5ac180d6963df592bfeebd638b0a7386c2bc5a97 /source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
parent0d511e05d38e47a610c304a7625f5f0da9c9a9d2 (diff)
Workbench: Fix srgb texture not being color managed in texture color mode
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl')
-rw-r--r--source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl9
1 files changed, 6 insertions, 3 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
index d42b6bde791..aed86937e0d 100644
--- a/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
+++ b/source/blender/draw/engines/workbench/shaders/workbench_forward_transparent_accum_frag.glsl
@@ -1,8 +1,8 @@
-#ifdef V3D_SHADING_TEXTURE_COLOR
-uniform sampler2D image;
+
uniform float ImageTransparencyCutoff = 0.1;
+uniform sampler2D image;
+uniform bool imageSrgb;
-#endif
uniform mat4 ProjectionMatrix;
uniform mat4 ViewMatrixInverse;
uniform float alpha = 0.5;
@@ -39,6 +39,9 @@ void main()
if (diffuse_color.a < ImageTransparencyCutoff) {
discard;
}
+ if (imageSrgb) {
+ diffuse_color = srgb_to_linearrgb(diffuse_color);
+ }
#else
diffuse_color = vec4(materialDiffuseColor, 1.0);
#endif /* V3D_SHADING_TEXTURE_COLOR */