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 <sky.glsl>
 #include <light.glsl>
-#include <srgb.glsl>
 
 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 <globals.glsl>
+#include <srgb.glsl>
 
 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;