Bastiaan Olij
mux213.bsky.social
Bastiaan Olij
@mux213.bsky.social
Godot lead XR developer
If you look really closely, he's working on a VR project ;)
November 13, 2025 at 2:04 AM
Amazing timing!
November 13, 2025 at 2:00 AM
I've been looking at options to organise something small here in Sydney. But yeah I'd love it if we can eventually have something larger this side of the world and give you guys an excuse to come check out Sydney :)
November 12, 2025 at 11:01 AM
I'm soooooo missing out!! 😢Have fun you all!
November 12, 2025 at 9:20 AM
Shhh, we’re doubling, no trippling, no increasing our price by 1000%!!! You heard it here first! ;)
November 11, 2025 at 12:38 AM
And here I thought you were making a kid friendly game, geeeeez :)
October 31, 2025 at 11:36 PM
Whatsya building rook?
October 31, 2025 at 10:32 AM
Hmmm, was it matrix A x B or B x A… lets try the first… oh no.. no.. noooo.. noooooo that doesn’t look good at all!
October 27, 2025 at 8:48 PM
Yup, that was added recently, i had forgotten about that. Atleast that means there is something to check. Also you can use “#ifdef” to check the renderer, don’t know the define off the top of my head.
October 23, 2025 at 8:41 PM
It seems lighting internally does convert things to linear and back to sRGB, thats what i was looking at in code.
October 23, 2025 at 8:39 PM
Well i stand corrected, just got confirmation that on compatibility, the user shader code assumes sRGB color space. That does make running shaders on both renderers a bit challenging.
October 23, 2025 at 8:37 PM
Just checking the code, at first glance, it does do the linear to sRGB conversion at the end, but its hard to read on my phone:)

github.com/godotengine/...
godot/drivers/gles3/shaders/scene.glsl at master · godotengine/godot
Godot Engine – Multi-platform 2D and 3D game engine - godotengine/godot
github.com
October 23, 2025 at 2:15 PM
It’s not impossible, maybe at some point we fully switched over, but maybe I’m remembering wrong. It’s been a constant fight because so many people want it to be fully sRGB even though it makes no sense for proper lighting
October 23, 2025 at 2:07 PM
Just ruling out the obvious:) and tonemapping is disabled?

I need to try this out tomorrow:) time for bed now:)
October 23, 2025 at 2:06 PM
Assuming 3D shaders off course

2D shaders on compatibility run fully in sRGB (unless you enable 2D HDR).
October 23, 2025 at 2:00 PM
If not, something weird is going on
October 23, 2025 at 1:58 PM