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-rw-r--r--source/blender/gpu/shaders/gpu_shader_material.glsl3
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;