@@ -3831,7 +3831,15 @@ static int RB_DrawShaderPasses( const drawSurf_t* const* const drawSurfs, const
38313831 }
38323832 else
38333833 {
3834- renderProgManager.BindShader_TextureVertexColor ();
3834+ if ( backEnd.viewDef ->is2Dgui )
3835+ {
3836+ // RB: 2D fullscreen drawing like warp or damage blend effects
3837+ renderProgManager.BindShader_TextureVertexColor_sRGB ();
3838+ }
3839+ else
3840+ {
3841+ renderProgManager.BindShader_TextureVertexColor ();
3842+ }
38353843 }
38363844 }
38373845 }
@@ -5227,11 +5235,13 @@ void RB_DrawViewInternal( const viewDef_t* viewDef, const int stereoEye )
52275235
52285236 // GL_CheckErrors();
52295237
5238+ // RB begin
5239+ bool useHDR = r_useHDR.GetBool () && !viewDef->is2Dgui ;
5240+
52305241 // Clear the depth buffer and clear the stencil to 128 for stencil shadows as well as gui masking
5231- GL_Clear ( false , true , true , STENCIL_SHADOW_TEST_VALUE, 0 .0f , 0 .0f , 0 .0f , 0 .0f , true );
5242+ GL_Clear ( false , true , true , STENCIL_SHADOW_TEST_VALUE, 0 .0f , 0 .0f , 0 .0f , 0 .0f , useHDR );
52325243
5233- // RB begin
5234- if ( r_useHDR.GetBool () && !viewDef->is2Dgui )
5244+ if ( useHDR )
52355245 {
52365246 globalFramebuffers.hdrFBO ->Bind ();
52375247 }
@@ -5402,7 +5412,7 @@ void RB_DrawViewInternal( const viewDef_t* viewDef, const int stereoEye )
54025412 RB_RenderDebugTools ( drawSurfs, numDrawSurfs );
54035413
54045414 // RB: convert back from HDR to LDR range
5405- if ( r_useHDR. GetBool () && !viewDef-> is2Dgui )
5415+ if ( useHDR )
54065416 {
54075417 /*
54085418 int x = backEnd.viewDef->viewport.x1;
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