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author | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-05-23 15:43:03 +0300 |
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committer | Sergey Sharybin <sergey.vfx@gmail.com> | 2016-05-23 15:43:03 +0300 |
commit | 66dceb2bedd2184f00a71513fa80fd56fc5f8ed2 (patch) | |
tree | 7b0588ff23cf88f1785abc7b9aad047e0ea52de8 /source/blender/gpu/shaders/gpu_shader_material.glsl | |
parent | 12f86a4e48c1cb448d4a07201118a7fb1cc8ce7d (diff) |
Add TODO about vertex color linearization to GLSL code
It's not really clear at this moment how we can detect cases
when attribute needs linearization. For now added a comment
so we don't forget about this, hopefully.
Diffstat (limited to 'source/blender/gpu/shaders/gpu_shader_material.glsl')
-rw-r--r-- | source/blender/gpu/shaders/gpu_shader_material.glsl | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index 4d7f6d5b44c..9ac9bf020ed 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2614,6 +2614,9 @@ void node_gamma(vec4 col, float gamma, out vec4 outcol) void node_attribute(vec3 attr, out vec4 outcol, out vec3 outvec, out float outf) { + /* TODO(sergey): This needs linearization for vertex color. + * But how to detect cases when input is linear and when it's srgb? + */ outcol = vec4(attr, 1.0); outvec = attr; outf = (attr.x + attr.y + attr.z)/3.0; |