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authorclayjohn <claynjohn@gmail.com>2022-09-13 10:39:04 -0700
committerclayjohn <claynjohn@gmail.com>2022-09-13 10:39:04 -0700
commit8fa76a527271a4749826903020219786253214d4 (patch)
tree8d97a40f79b2a4425fce1027ef7db206848368ff /servers/rendering/renderer_rd/environment
parent22a09fef5d56fc7c37d70118532509076ebd7b12 (diff)
Move debanding into internal sky shader code so that it is applied after everything else.
This ensures that the debanding does not scale with exposure or any other effect.
Diffstat (limited to 'servers/rendering/renderer_rd/environment')
-rw-r--r--servers/rendering/renderer_rd/environment/sky.cpp1
1 files changed, 1 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp
index 65d1d9e705..ceba43ae8f 100644
--- a/servers/rendering/renderer_rd/environment/sky.cpp
+++ b/servers/rendering/renderer_rd/environment/sky.cpp
@@ -907,6 +907,7 @@ void SkyRD::init() {
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
+ actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;