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-rw-r--r--servers/rendering/renderer_rd/shaders/light_data_inc.glsl4
-rw-r--r--servers/rendering/renderer_rd/shaders/tonemap.glsl10
2 files changed, 10 insertions, 4 deletions
diff --git a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
index fdc7729338..52787bb204 100644
--- a/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
+++ b/servers/rendering/renderer_rd/shaders/light_data_inc.glsl
@@ -1,6 +1,6 @@
#define LIGHT_BAKE_DISABLED 0
-#define LIGHT_BAKE_DYNAMIC 1
-#define LIGHT_BAKE_STATIC 2
+#define LIGHT_BAKE_STATIC 1
+#define LIGHT_BAKE_DYNAMIC 2
struct LightData { //this structure needs to be as packed as possible
highp vec3 position;
diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl
index 948c6e1e39..41d41758f4 100644
--- a/servers/rendering/renderer_rd/shaders/tonemap.glsl
+++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl
@@ -45,6 +45,7 @@ layout(set = 0, binding = 0) uniform sampler2D source_color;
layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
layout(set = 2, binding = 0) uniform sampler2D source_glow;
+layout(set = 2, binding = 1) uniform sampler2D glow_map;
#ifdef USE_1D_LUT
layout(set = 3, binding = 0) uniform sampler2D source_color_correction;
@@ -63,7 +64,7 @@ layout(push_constant, binding = 1, std430) uniform Params {
uvec2 glow_texture_size;
float glow_intensity;
- uint pad3;
+ float glow_map_strength;
uint glow_mode;
float glow_levels[7];
@@ -405,6 +406,9 @@ void main() {
#ifndef SUBPASS
if (params.use_glow && params.glow_mode == GLOW_MODE_MIX) {
vec3 glow = gather_glow(source_glow, uv_interp) * params.luminance_multiplier;
+ if (params.glow_map_strength > 0.001) {
+ glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength);
+ }
color.rgb = mix(color.rgb, glow, params.glow_intensity);
}
@@ -425,9 +429,11 @@ void main() {
#ifndef SUBPASS
// Glow
-
if (params.use_glow && params.glow_mode != GLOW_MODE_MIX) {
vec3 glow = gather_glow(source_glow, uv_interp) * params.glow_intensity * params.luminance_multiplier;
+ if (params.glow_map_strength > 0.001) {
+ glow = mix(glow, texture(glow_map, uv_interp).rgb * glow, params.glow_map_strength);
+ }
// high dynamic range -> SRGB
glow = apply_tonemapping(glow, params.white);