diff --git a/assets/voxygen/shaders/terrain/frag.glsl b/assets/voxygen/shaders/terrain/frag.glsl index e565f8f48c..cb0f75cf71 100644 --- a/assets/voxygen/shaders/terrain/frag.glsl +++ b/assets/voxygen/shaders/terrain/frag.glsl @@ -16,11 +16,10 @@ out vec4 tgt_color; #include #include -#include void main() { vec3 light = get_sun_diffuse(f_norm, time_of_day.x) * f_light + light_at(f_pos, f_norm); - vec3 surf_color = srgb_to_linear(f_col) * light; + vec3 surf_color = f_col * light; float fog_level = fog(f_pos.xy, focus_pos.xy); vec3 fog_color = get_sky_color(normalize(f_pos - cam_pos.xyz), time_of_day.x); diff --git a/assets/voxygen/shaders/terrain/vert.glsl b/assets/voxygen/shaders/terrain/vert.glsl index 0c89e768a0..14fe299613 100644 --- a/assets/voxygen/shaders/terrain/vert.glsl +++ b/assets/voxygen/shaders/terrain/vert.glsl @@ -1,6 +1,7 @@ #version 330 core #include +#include in uint v_pos_norm; in uint v_col_light; @@ -34,11 +35,11 @@ void main() { // Use an array to avoid conditional branching f_norm = normals[norm_axis + norm_dir]; - f_col = vec3( + f_col = srgb_to_linear(vec3( float((v_col_light >> 8) & 0xFFu), float((v_col_light >> 16) & 0xFFu), float((v_col_light >> 24) & 0xFFu) - ) / 255.0; + ) / 255.0); f_light = float(v_col_light & 0xFFu) / 255.0;