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authorsalmonik <salmonik@tuta.io>2026-11-04 00:50:59 +0100
committersalmonik <salmonik@tuta.io>2026-11-04 00:50:59 +0100
commitfac6acf7daf3efd872814af34a8faac11a0a5c9d (patch)
tree5a54e3349034de1d4f9a7528ee094b5caae9b977 /assets/OFL.txt
parentSkybox image: drop Refresh/SetUndefined (crash after apply) (diff)
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Skybox image: match HDR sky colour decode
The HDR "sky" shader samples the compressed texture as rgb *= alpha, multiplies by 8, then converts linear->sRGB for display. Feeding it the raw sRGB image produced the blown-out / oversaturated sky. When the map uses the HDR sky shader, pre-convert the image to linear and set alpha to 1/8 so the 8x scale cancels and the final linear->sRGB conversion restores the original colours. For LDR (UnlitGeneric) materials, create the texture with TEXTUREFLAGS_SRGB so the normal sRGB sampling is used. The first sky material's shader name is logged for confirmation.
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