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author | Rémi Verschelde <rverschelde@gmail.com> | 2022-10-05 11:44:52 +0200 |
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committer | Rémi Verschelde <rverschelde@gmail.com> | 2022-10-05 11:44:52 +0200 |
commit | ecd4ab1e14a4cbaf5b49a3d278a087dc8ed6dea2 (patch) | |
tree | 5231754ccfd327072f78951548449de4765c26f7 /servers/rendering/renderer_rd/forward_mobile | |
parent | 5b6ccf2fd2c0e01481bad47d4403e7173476bfe2 (diff) | |
parent | 06d0e5655995c6defdf3f7d594608745b3b4684c (diff) |
Merge pull request #66683 from clayjohn/SRGB-canvasitem
Default CanvasItem materials to use sRGB space for uniform colors
Diffstat (limited to 'servers/rendering/renderer_rd/forward_mobile')
-rw-r--r-- | servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp index 691d431b82..71fb3ee4f5 100644 --- a/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp +++ b/servers/rendering/renderer_rd/forward_mobile/scene_shader_forward_mobile.cpp @@ -464,7 +464,7 @@ void SceneShaderForwardMobile::MaterialData::set_next_pass(RID p_pass) { bool SceneShaderForwardMobile::MaterialData::update_parameters(const HashMap<StringName, Variant> &p_parameters, bool p_uniform_dirty, bool p_textures_dirty) { SceneShaderForwardMobile *shader_singleton = (SceneShaderForwardMobile *)SceneShaderForwardMobile::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), RenderForwardMobile::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), RenderForwardMobile::MATERIAL_UNIFORM_SET, true, RD::BARRIER_MASK_RASTER); } SceneShaderForwardMobile::MaterialData::~MaterialData() { |