DRW: Fix color management in material/rendered mode
We only do exposure/gamma if not using scene lighting
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@ -282,8 +282,20 @@ static void drw_viewport_colormanagement_set(void)
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ColorManagedViewSettings view_settings;
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float dither = 0.0f;
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bool use_render_settings = v3d && (v3d->shading.type == OB_RENDER);
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/* TODO(fclem) This should be a render engine callback to determine if we need CM or not. */
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bool use_workbench = BKE_scene_uses_blender_workbench(scene);
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bool use_scene_lights = (!v3d ||
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((v3d->shading.type == OB_MATERIAL) &&
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(v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS)) ||
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((v3d->shading.type == OB_RENDER) &&
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(v3d->shading.flag & V3D_SHADING_SCENE_LIGHTS_RENDER)));
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bool use_scene_world =
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(!v3d ||
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((v3d->shading.type == OB_MATERIAL) && (v3d->shading.flag & V3D_SHADING_SCENE_WORLD)) ||
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((v3d->shading.type == OB_RENDER) && (v3d->shading.flag & V3D_SHADING_SCENE_WORLD_RENDER)));
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bool use_view_transform = v3d && (v3d->shading.type >= OB_MATERIAL);
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bool use_render_settings = v3d && (use_workbench || use_scene_lights || use_scene_world);
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if (use_render_settings) {
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/* Use full render settings, for renders with scene lighting. */
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