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tr_shader: linearize fog colors
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src/engine/renderer/tr_bsp.cpp

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@@ -3324,6 +3324,12 @@ static void R_LoadFogs( lump_t *l, lump_t *brushesLump, lump_t *sidesLump )
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out->fogParms = shader->fogParms;
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out->color = Color::Adapt( shader->fogParms.color );
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if ( tr.worldLinearizeTexture )
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{
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out->color = out->color.ConvertFromSRGB();
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}
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out->color *= tr.identityLight;
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out->color.SetAlpha( 1 );

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