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Always SRGB correct colour for display
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@@ -174,7 +174,7 @@ namespace renderdocui.Windows
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return s;
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}
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private Color ModificationValueColor(ModificationValue val, bool srgbTex, bool depth)
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private Color ModificationValueColor(ModificationValue val, bool depth)
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{
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float rangesize = (rangeMax - rangeMin);
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@@ -200,7 +200,6 @@ namespace renderdocui.Windows
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if (depth)
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r = g = b = Helpers.Clamp((val.depth - rangeMin) / rangesize, 0.0f, 1.0f);
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if (srgbTex)
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{
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r = (float)Math.Pow(r, 1.0f / 2.2f);
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g = (float)Math.Pow(g, 1.0f / 2.2f);
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@@ -257,13 +256,10 @@ namespace renderdocui.Windows
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node.Tag = mod.eventID;
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bool srgbTex = texture.format.srgbCorrected ||
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(texture.creationFlags & TextureCreationFlags.SwapBuffer) > 0;
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if (floatTex || depth)
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{
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node.IndexedBackColor[2] = ModificationValueColor(mod.shaderOut, false, depth);
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node.IndexedBackColor[4] = ModificationValueColor(mod.postMod, srgbTex, depth);
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node.IndexedBackColor[2] = ModificationValueColor(mod.shaderOut, depth);
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node.IndexedBackColor[4] = ModificationValueColor(mod.postMod, depth);
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}
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return node;
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@@ -325,13 +321,10 @@ namespace renderdocui.Windows
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node.DefaultBackColor = passed ? Color.FromArgb(235, 255, 235) : Color.FromArgb(255, 235, 235);
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node.Tag = mods[0].eventID;
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bool srgbTex = texture.format.srgbCorrected ||
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(texture.creationFlags & TextureCreationFlags.SwapBuffer) > 0;
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if (floatTex || depth)
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{
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node.IndexedBackColor[2] = ModificationValueColor(mods.First().preMod, srgbTex, depth);
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node.IndexedBackColor[4] = ModificationValueColor(mods.Last().postMod, srgbTex, depth);
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node.IndexedBackColor[2] = ModificationValueColor(mods.First().preMod, depth);
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node.IndexedBackColor[4] = ModificationValueColor(mods.Last().postMod, depth);
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}
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if ((drawcall.flags & DrawcallFlags.Clear) == 0)
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