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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, 0 insertions, 3 deletions
diff --git a/source/blender/gpu/shaders/gpu_shader_material.glsl b/source/blender/gpu/shaders/gpu_shader_material.glsl index dae66ce7eb5..9914c4bb362 100644 --- a/source/blender/gpu/shaders/gpu_shader_material.glsl +++ b/source/blender/gpu/shaders/gpu_shader_material.glsl @@ -2668,9 +2668,6 @@ 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; |