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further adoption of linearToOutputTexel in primary materials.

Ben Houston преди 9 години
родител
ревизия
052254b194

+ 1 - 1
src/renderers/shaders/ShaderLib/linedashed_frag.glsl

@@ -29,6 +29,6 @@ void main() {
 
 
 	#include <fog_fragment>
 	#include <fog_fragment>
 
 
-	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
+	gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );
 
 
 }
 }

+ 1 - 2
src/renderers/shaders/ShaderLib/meshbasic_frag.glsl

@@ -41,9 +41,8 @@ void main() {
 	vec3 outgoingLight = reflectedLight.indirectDiffuse;
 	vec3 outgoingLight = reflectedLight.indirectDiffuse;
 
 
 	#include <envmap_fragment>
 	#include <envmap_fragment>
-	#include <linear_to_gamma_fragment>
 	#include <fog_fragment>
 	#include <fog_fragment>
 
 
-	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
+	gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );
 
 
 }
 }

+ 1 - 2
src/renderers/shaders/ShaderLib/meshlambert_frag.glsl

@@ -68,9 +68,8 @@ void main() {
 	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveLight;
 	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + totalEmissiveLight;
 
 
 	#include <envmap_fragment>
 	#include <envmap_fragment>
-	#include <linear_to_gamma_fragment>
 	#include <fog_fragment>
 	#include <fog_fragment>
 
 
-	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
+	gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );
 
 
 }
 }

+ 1 - 2
src/renderers/shaders/ShaderLib/meshphong_frag.glsl

@@ -52,10 +52,9 @@ void main() {
 	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;
 	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;
 
 
 	#include <envmap_fragment>
 	#include <envmap_fragment>
-	#include <linear_to_gamma_fragment>
 
 
 	#include <fog_fragment>
 	#include <fog_fragment>
 
 
-	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
+	gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );
 
 
 }
 }

+ 1 - 3
src/renderers/shaders/ShaderLib/meshstandard_frag.glsl

@@ -64,10 +64,8 @@ void main() {
 
 
 	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;
 	vec3 outgoingLight = reflectedLight.directDiffuse + reflectedLight.indirectDiffuse + reflectedLight.directSpecular + reflectedLight.indirectSpecular + totalEmissiveLight;
 
 
-	#include <linear_to_gamma_fragment>
-
 	#include <fog_fragment>
 	#include <fog_fragment>
 
 
-	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
+	gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );
 
 
 }
 }

+ 1 - 1
src/renderers/shaders/ShaderLib/points_frag.glsl

@@ -22,6 +22,6 @@ void main() {
 
 
 	#include <fog_fragment>
 	#include <fog_fragment>
 
 
-	gl_FragColor = vec4( outgoingLight, diffuseColor.a );
+	gl_FragColor = linearToOutputTexel( vec4( outgoingLight, diffuseColor.a ) );
 
 
 }
 }