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authorclayjohn <claynjohn@gmail.com>2022-09-30 15:15:11 -0700
committerclayjohn <claynjohn@gmail.com>2022-09-30 15:15:11 -0700
commit06d0e5655995c6defdf3f7d594608745b3b4684c (patch)
treee0ec7fe355041f20b49cf45809b79cf60c939997 /servers/rendering/renderer_rd/forward_clustered
parente69b7083d45c5d8698508cce7086d361c4b1f44c (diff)
Default CanvasItem materials to not convert uniform colors to linear space.
The 2D renderer in Godot is totally in sRGB space so it is appropriate to keep 2D uniform colors in sRGB space
Diffstat (limited to 'servers/rendering/renderer_rd/forward_clustered')
-rw-r--r--servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp2
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
index 1987577464..c01919a606 100644
--- a/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
+++ b/servers/rendering/renderer_rd/forward_clustered/scene_shader_forward_clustered.cpp
@@ -509,7 +509,7 @@ void SceneShaderForwardClustered::MaterialData::set_next_pass(RID p_pass) {
bool SceneShaderForwardClustered::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) {
SceneShaderForwardClustered *shader_singleton = (SceneShaderForwardClustered *)SceneShaderForwardClustered::singleton;
- return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, RD::BARRIER_MASK_RASTER);
+ return update_parameters_uniform_set(p_parameters, p_uniform_dirty, p_textures_dirty, shader_data->uniforms, shader_data->ubo_offsets.ptr(), shader_data->texture_uniforms, shader_data->default_texture_params, shader_data->ubo_size, uniform_set, shader_singleton->shader.version_get_shader(shader_data->version, 0), RenderForwardClustered::MATERIAL_UNIFORM_SET, true, RD::BARRIER_MASK_RASTER);
}
SceneShaderForwardClustered::MaterialData::~MaterialData() {