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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 /servers/rendering/shader_compiler.cpp | |
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 'servers/rendering/shader_compiler.cpp')
-rw-r--r-- | servers/rendering/shader_compiler.cpp | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/servers/rendering/shader_compiler.cpp b/servers/rendering/shader_compiler.cpp index f14350305a..7b33a13ec3 100644 --- a/servers/rendering/shader_compiler.cpp +++ b/servers/rendering/shader_compiler.cpp @@ -1239,7 +1239,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene } code += ")"; if (is_screen_texture && actions.apply_luminance_multiplier) { - code = "(" + code + " * vec4(vec3(sc_luminance_multiplier), 1.0))"; + code = "(" + code + " / vec4(vec3(sc_luminance_multiplier), 1.0))"; } } break; case SL::OP_INDEX: { |