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authorRĂ©mi Verschelde <rverschelde@gmail.com>2020-10-19 23:18:24 +0200
committerGitHub <noreply@github.com>2020-10-19 23:18:24 +0200
commitcf3a4cb09132f151a046da3ae827f7c9fbcbf69c (patch)
tree42d4e98f42e0375dc7925eb13e27e0243abab792 /servers/rendering/rasterizer_rd/shaders/tonemap.glsl
parent50b6050984ab56dbc1467f086f61eb851a0e257e (diff)
parent15d033e25f867d4a96610dde8e8aa91fd36df3b0 (diff)
Merge pull request #42913 from Calinou/debanding-fix-brightness
Fix debanding slightly brightening the whole viewport
Diffstat (limited to 'servers/rendering/rasterizer_rd/shaders/tonemap.glsl')
-rw-r--r--servers/rendering/rasterizer_rd/shaders/tonemap.glsl6
1 files changed, 4 insertions, 2 deletions
diff --git a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
index a464048ebd..2a13db4cd1 100644
--- a/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/rasterizer_rd/shaders/tonemap.glsl
@@ -311,7 +311,8 @@ vec3 screen_space_dither(vec2 frag_coord) {
vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
- return dither.rgb / 255.0;
+ // Subtract 0.5 to avoid slightly brightening the whole viewport.
+ return (dither.rgb - 0.5) / 255.0;
}
void main() {
@@ -338,7 +339,8 @@ void main() {
color = do_fxaa(color, exposure, uv_interp);
}
if (params.use_debanding) {
- // Debanding should be done before tonemapping.
+ // For best results, debanding should be done before tonemapping.
+ // Otherwise, we're adding noise to an already-quantized image.
color += screen_space_dither(gl_FragCoord.xy);
}
color = apply_tonemapping(color, params.white);