Add TODO about vertex color linearization to GLSL code
It's not really clear at this moment how we can detect cases when attribute needs linearization. For now added a comment so we don't forget about this, hopefully.
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@ -2614,6 +2614,9 @@ void node_gamma(vec4 col, float gamma, out vec4 outcol)
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void node_attribute(vec3 attr, out vec4 outcol, out vec3 outvec, out float outf)
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{
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/* TODO(sergey): This needs linearization for vertex color.
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* But how to detect cases when input is linear and when it's srgb?
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*/
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outcol = vec4(attr, 1.0);
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outvec = attr;
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outf = (attr.x + attr.y + attr.z)/3.0;
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