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authorHugo Locurcio <hugo.locurcio@hugo.pro>2020-10-20 19:59:50 +0200
committerHugo Locurcio <hugo.locurcio@hugo.pro>2020-10-20 19:59:50 +0200
commit195540ab9028abd6ae8263e72aaf587338a16223 (patch)
treeb02709bad34e850ba4f18b3175f5eb21912a02db
parentc77466b2761f28655fa98040e9e92b63e59faa7d (diff)
Remove unused `#define` from the tonemap shader
It was a leftover from an earlier version of the debanding PR which used a simpler (but less effective) algorithm.
-rw-r--r--servers/rendering/rasterizer_rd/shaders/tonemap.glsl2
1 files changed, 0 insertions, 2 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
index ee66de4192..341cdab1ef 100644
--- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
@@ -305,8 +305,6 @@ vec3 do_fxaa(vec3 color, float exposure, vec2 uv_interp) {
}
}
-#define QUARTER_COLOR 1.0 / 1024.0
-
// From http://alex.vlachos.com/graphics/Alex_Vlachos_Advanced_VR_Rendering_GDC2015.pdf
// and https://www.shadertoy.com/view/MslGR8 (5th one starting from the bottom)
// NOTE: `frag_coord` is in pixels (i.e. not normalized UV).