diff --git a/libraries/render-utils/src/overlay3D.slf b/libraries/render-utils/src/overlay3D.slf index d859806643..66a48e95f4 100644 --- a/libraries/render-utils/src/overlay3D.slf +++ b/libraries/render-utils/src/overlay3D.slf @@ -61,11 +61,14 @@ void main(void) { discard; } - _fragColor = evalGlobalColor(1.0, + vec4 color = evalGlobalColor(1.0, fragPosition, fragNormal, fragDiffuse, fragSpecular, fragGloss, fragOpacity); + + // Apply standard tone mapping + _fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w); } diff --git a/libraries/render-utils/src/overlay3D_translucent.slf b/libraries/render-utils/src/overlay3D_translucent.slf index 9d66b9e57f..dcc15ba25b 100644 --- a/libraries/render-utils/src/overlay3D_translucent.slf +++ b/libraries/render-utils/src/overlay3D_translucent.slf @@ -58,11 +58,14 @@ void main(void) { float fragGloss = 10.0 / 128.0; float fragOpacity = diffuse.a * _alpha; - _fragColor = evalGlobalColor(1.0, + vec4 color = evalGlobalColor(1.0, fragPosition, fragNormal, fragDiffuse, fragSpecular, fragGloss, fragOpacity); + + // Apply standard tone mapping + _fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w); }