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authorClément Foucault <foucault.clem@gmail.com>2020-06-22 18:31:42 +0300
committerClément Foucault <foucault.clem@gmail.com>2020-06-22 18:31:51 +0300
commitbfaa41c00d6f53c847f447c7c62cd81efbd9f5d8 (patch)
treea33616814c1bb3e14f6ff3c6bc51b732fc1b9be6 /source
parent336a8f283f4b612b687dc26ea0c86a2c82bf514d (diff)
UV Editor: Fix Vertex Overlay color not being color managed
Could be backported to 2.83 LTS
Diffstat (limited to 'source')
-rw-r--r--source/blender/gpu/shaders/gpu_shader_point_varying_color_varying_outline_aa_frag.glsl2
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);
}