Make underwater shader output linear (refracted image was in wrong colorspace).

meow-7.2.2
Graham Linden 2019-05-06 11:18:31 -07:00
parent 161d9993a5
commit ac080210a8
1 changed files with 3 additions and 0 deletions

View File

@ -58,6 +58,7 @@ VARYING vec4 refCoord;
VARYING vec4 littleWave;
VARYING vec4 view;
vec3 srgb_to_linear(vec3 c);
vec2 encode_normal(vec3 n);
vec4 applyWaterFog(vec4 color, vec3 viewVec)
@ -112,6 +113,8 @@ void main()
vec4 fb = texture2D(screenTex, distort);
fb.rgb = srgb_to_linear(fb.rgb);
frag_data[0] = vec4(fb.rgb, 1.0); // diffuse
frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace