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author | clayjohn <claynjohn@gmail.com> | 2022-07-31 16:20:24 -0700 |
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committer | clayjohn <claynjohn@gmail.com> | 2022-08-31 12:14:46 -0700 |
commit | 385ee5c70b110fc4e6a47c847428bfe3da89e18e (patch) | |
tree | 79a98b11b042372e99ed209f033dd721f5a74e14 /drivers/gles3/shaders | |
parent | 736632ee7ed00a3474448cfd227f696f82905ac7 (diff) |
Implement Physical Light Units as an optional setting.
This allows light sources to be specified in physical light units in addition to the regular energy multiplier. In order to avoid loss of precision at high values, brightness values are premultiplied by an exposure normalization value.
In support of Physical Light Units this PR also renames CameraEffects to CameraAttributes.
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/sky.glsl | 3 |
1 files changed, 3 insertions, 0 deletions
diff --git a/drivers/gles3/shaders/sky.glsl b/drivers/gles3/shaders/sky.glsl index eb1befe38e..21f01d2a8f 100644 --- a/drivers/gles3/shaders/sky.glsl +++ b/drivers/gles3/shaders/sky.glsl @@ -92,6 +92,7 @@ uniform mat4 orientation; uniform vec4 projection; uniform vec3 position; uniform float time; +uniform float luminance_multiplier; uniform float fog_aerial_perspective; uniform vec3 fog_light_color; @@ -149,6 +150,8 @@ void main() { } + color *= luminance_multiplier; + // Convert to Linear for tonemapping so color matches scene shader better color = srgb_to_linear(color); color *= exposure; |