diff --git a/wadsrc/static/shaders/glsl/present.fp b/wadsrc/static/shaders/glsl/present.fp index 2800c13de48..6a484f7a325 100644 --- a/wadsrc/static/shaders/glsl/present.fp +++ b/wadsrc/static/shaders/glsl/present.fp @@ -7,6 +7,8 @@ layout(binding=1) uniform sampler2D DitherTexture; vec4 ApplyGamma(vec4 c) { + c.rgb = min(c.rgb, vec3(2.0)); // for HDR mode - prevents stacked translucent sprites (such as plasma) producing way too bright light + vec3 valgray; if (GrayFormula == 0) valgray = vec3(c.r + c.g + c.b) * (1 - Saturation) / 3 + c.rgb * Saturation;