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author | Juan Linietsky <reduzio@gmail.com> | 2018-05-07 09:24:39 -0300 |
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committer | GitHub <noreply@github.com> | 2018-05-07 09:24:39 -0300 |
commit | 38aaf78325b9507d825f067f85ce551ebc5cb850 (patch) | |
tree | f7a03719ff4aee9359a2b2fa4f27bdd0a791e6da /drivers/gles3/shaders | |
parent | 9aa9dd27fef7aeea92cf5bbec771f7d6f47caf82 (diff) | |
parent | 6f7fefa489bb303301850befc9ea8eb573d33774 (diff) |
Merge pull request #18524 from BastiaanOlij/keep_3d_linear
Added option to viewport to keep linear color
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/tonemap.glsl | 4 |
1 files changed, 4 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/tonemap.glsl b/drivers/gles3/shaders/tonemap.glsl index 2f671158b2..a75871f08e 100644 --- a/drivers/gles3/shaders/tonemap.glsl +++ b/drivers/gles3/shaders/tonemap.glsl @@ -258,9 +258,13 @@ void main() { #endif +#ifdef KEEP_3D_LINEAR + // leave color as is... +#else //regular Linear -> SRGB conversion vec3 a = vec3(0.055); color.rgb = mix( (vec3(1.0)+a)*pow(color.rgb,vec3(1.0/2.4))-a , 12.92*color.rgb , lessThan(color.rgb,vec3(0.0031308))); +#endif #if defined(USING_GLOW) glow = mix( (vec3(1.0)+a)*pow(glow,vec3(1.0/2.4))-a , 12.92*glow , lessThan(glow,vec3(0.0031308))); |