Make underwater shader output linear (refracted image was in wrong colorspace).
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161d9993a5
commit
ac080210a8
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@ -58,6 +58,7 @@ VARYING vec4 refCoord;
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VARYING vec4 littleWave;
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VARYING vec4 view;
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vec3 srgb_to_linear(vec3 c);
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vec2 encode_normal(vec3 n);
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vec4 applyWaterFog(vec4 color, vec3 viewVec)
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@ -112,6 +113,8 @@ void main()
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vec4 fb = texture2D(screenTex, distort);
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fb.rgb = srgb_to_linear(fb.rgb);
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frag_data[0] = vec4(fb.rgb, 1.0); // diffuse
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frag_data[1] = vec4(0.5,0.5,0.5, 0.95); // speccolor*spec, spec
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frag_data[2] = vec4(encode_normal(wavef), 0.0, 0.0); // normalxyz, displace
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