Add color_conversion_disabled shader hint.
Sometimes shaders want to accept a color as input that is always in the srgb color space. This adds a hint to vec3/vec4 to enable the color picker popup for those vectors but disable color space conversion.
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@@ -776,6 +776,9 @@ void MaterialData::update_uniform_buffer(const HashMap<StringName, ShaderLanguag
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if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_SOURCE_COLOR) {
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//colors must be set as black, with alpha as 1.0
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_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data);
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} else if ((E.value.type == ShaderLanguage::TYPE_VEC3 || E.value.type == ShaderLanguage::TYPE_VEC4) && E.value.hint == ShaderLanguage::ShaderNode::Uniform::HINT_COLOR_CONVERSION_DISABLED) {
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//colors must be set as black, with alpha as 1.0
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_fill_std140_variant_ubo_value(E.value.type, E.value.array_size, Color(0, 0, 0, 1), data);
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} else {
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//else just zero it out
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_fill_std140_ubo_empty(E.value.type, E.value.array_size, data);
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