diff options
Diffstat (limited to 'source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl')
-rw-r--r-- | source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl index 0337662955e..38211239d01 100644 --- a/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl +++ b/source/blender/draw/engines/workbench/shaders/workbench_composite_frag.glsl @@ -22,7 +22,7 @@ void main() #ifndef V3D_DRAWOPTION_OBJECT_OVERLAP if (depth == 1.0) { - fragColor = vec4(background_color(world_data, uv_viewport.y), 0.0); + fragColor = vec4(linearrgb_to_srgb(background_color(world_data, uv_viewport.y)), 0.0); return; } #else /* !V3D_DRAWOPTION_OBJECT_OVERLAP */ @@ -32,9 +32,9 @@ void main() if (object_id == NO_OBJECT_ID) { vec3 background = background_color(world_data, uv_viewport.y); if (object_overlap == 0.0) { - fragColor = vec4(background, 0.0); + fragColor = vec4(linearrgb_to_srgb(background), 0.0); } else { - fragColor = vec4(mix(objectOverlapColor, background, object_overlap), 1.0-object_overlap); + fragColor = vec4(linearrgb_to_srgb(mix(objectOverlapColor, background, object_overlap)), 1.0-object_overlap); } return; } @@ -64,5 +64,5 @@ void main() shaded_color = mix(objectOverlapColor, shaded_color, object_overlap); #endif /* V3D_DRAWOPTION_OBJECT_OVERLAP */ - fragColor = vec4(shaded_color, 1.0); + fragColor = vec4(linearrgb_to_srgb(shaded_color), 1.0); } |