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path: root/drivers/gles3/rasterizer_scene_gles3.cpp
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Diffstat (limited to 'drivers/gles3/rasterizer_scene_gles3.cpp')
-rw-r--r--drivers/gles3/rasterizer_scene_gles3.cpp4
1 files changed, 3 insertions, 1 deletions
diff --git a/drivers/gles3/rasterizer_scene_gles3.cpp b/drivers/gles3/rasterizer_scene_gles3.cpp
index e0c8d3af52..ffe9e1c831 100644
--- a/drivers/gles3/rasterizer_scene_gles3.cpp
+++ b/drivers/gles3/rasterizer_scene_gles3.cpp
@@ -846,7 +846,7 @@ void RasterizerSceneGLES3::environment_set_dof_blur_near(RID p_env, bool p_enabl
env->dof_blur_near_amount = p_amount;
env->dof_blur_near_quality = p_quality;
}
-void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, bool p_bicubic_upscale) {
+void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_level_flags, float p_intensity, float p_strength, float p_bloom_threshold, VS::EnvironmentGlowBlendMode p_blend_mode, float p_hdr_bleed_threshold, float p_hdr_bleed_scale, float p_hdr_luminance_cap, bool p_bicubic_upscale) {
Environment *env = environment_owner.getornull(p_env);
ERR_FAIL_COND(!env);
@@ -859,6 +859,7 @@ void RasterizerSceneGLES3::environment_set_glow(RID p_env, bool p_enable, int p_
env->glow_blend_mode = p_blend_mode;
env->glow_hdr_bleed_threshold = p_hdr_bleed_threshold;
env->glow_hdr_bleed_scale = p_hdr_bleed_scale;
+ env->glow_hdr_luminance_cap = p_hdr_luminance_cap;
env->glow_bicubic_upscale = p_bicubic_upscale;
}
void RasterizerSceneGLES3::environment_set_fog(RID p_env, bool p_enable, float p_begin, float p_end, RID p_gradient_texture) {
@@ -3898,6 +3899,7 @@ void RasterizerSceneGLES3::_post_process(Environment *env, const CameraMatrix &p
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::PIXEL_SIZE, Vector2(1.0 / vp_w, 1.0 / vp_h));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LOD, float(i));
state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::GLOW_STRENGTH, env->glow_strength);
+ state.effect_blur_shader.set_uniform(EffectBlurShaderGLES3::LUMINANCE_CAP, env->glow_hdr_luminance_cap);
glActiveTexture(GL_TEXTURE0);
if (i == 0) {