Performance-wise I’m not sure about this if you have many passes, but instead of adding a pass, I just changed the last line of my CopyShader from
" gl_FragColor = opacity * texel;"
to
" gl_FragColor = LinearTosRGB( opacity * texel );"
Performance-wise I’m not sure about this if you have many passes, but instead of adding a pass, I just changed the last line of my CopyShader from
" gl_FragColor = opacity * texel;"
to
" gl_FragColor = LinearTosRGB( opacity * texel );"