X-Git-Url: http://git.tdb.fi/?a=blobdiff_plain;f=data%2Fr2c2%2Fsky.shader;fp=data%2Fr2c2%2Fsky.shader;h=2c7628a6f22937ec87b0f4a14faf71996ebce981;hb=6aa6e3a60c31d71e8f8117be1ddf547897d19bd8;hp=66dd8ec0e9e308a2d4ec805443e4936e961175f5;hpb=508ee4bfcc0f8fb1373fb7af251c59c873ef896f;p=r2c2.git diff --git a/data/r2c2/sky.shader b/data/r2c2/sky.shader index 66dd8ec..2c7628a 100644 --- a/data/r2c2/sky.shader +++ b/data/r2c2/sky.shader @@ -13,6 +13,7 @@ fragment_shader " uniform float scatter_constant; uniform float sun_intensity; uniform float sun_size; + uniform bool srgb_output; varying vec3 eye_look_dir; float thickness(float c, float r) { @@ -47,7 +48,10 @@ fragment_shader " color = sun_intensity*scatter_strength*(exp(-scatter_factor*sun_scale)-exp(-scatter_factor*look_scale))/(1.0-sun_scale/look_scale); if(dot(n_eye_look_dir, n_eye_sun_dir)>cos(sun_size)) color += exp(-scatter_factor*look_scale)*sun_intensity; - gl_FragColor = vec4(srgb(color.r), srgb(color.g), srgb(color.b), 1.0); + if(srgb_output) + gl_FragColor = vec4(srgb(color.r), srgb(color.g), srgb(color.b), 1.0); + else + gl_FragColor = vec4(color, 1.0); } else gl_FragColor = vec4(vec3(0.0), 1.0);