diff options
author | clayjohn <claynjohn@gmail.com> | 2022-09-13 10:39:04 -0700 |
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committer | clayjohn <claynjohn@gmail.com> | 2022-09-13 10:39:04 -0700 |
commit | 8fa76a527271a4749826903020219786253214d4 (patch) | |
tree | 8d97a40f79b2a4425fce1027ef7db206848368ff /servers/rendering/renderer_rd/shaders | |
parent | 22a09fef5d56fc7c37d70118532509076ebd7b12 (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/shaders')
-rw-r--r-- | servers/rendering/renderer_rd/shaders/environment/sky.glsl | 13 |
1 files changed, 13 insertions, 0 deletions
diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl index 0eb0f5f8fd..d523461600 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl @@ -153,6 +153,15 @@ layout(set = 3, binding = 0) uniform texture3D volumetric_fog_texture; layout(location = 0) out vec4 frag_color; +#ifdef USE_DEBANDING +// https://www.iryoku.com/next-generation-post-processing-in-call-of-duty-advanced-warfare +vec3 interleaved_gradient_noise(vec2 pos) { + const vec3 magic = vec3(0.06711056f, 0.00583715f, 52.9829189f); + float res = fract(magic.z * fract(dot(pos, magic.xy))) * 2.0 - 1.0; + return vec3(res, -res, res) / 255.0; +} +#endif + vec4 volumetric_fog_process(vec2 screen_uv) { vec3 fog_pos = vec3(screen_uv, 1.0); @@ -252,4 +261,8 @@ void main() { // For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer. // For both mobile and clustered, we also bake in the exposure value for the environment and camera. frag_color.rgb = frag_color.rgb * params.luminance_multiplier; + +#ifdef USE_DEBANDING + frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy); +#endif } |