diff options
Diffstat (limited to 'servers/rendering/renderer_rd/shaders')
3 files changed, 16 insertions, 15 deletions
diff --git a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl index 5a238452c0..a8ccdea60b 100644 --- a/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/tonemap.glsl @@ -426,12 +426,13 @@ vec3 screen_space_dither(vec2 frag_coord) { void main() { #ifdef SUBPASS // SUBPASS and MULTIVIEW can be combined but in that case we're already reading from the correct layer - vec3 color = subpassLoad(input_color).rgb * params.luminance_multiplier; + vec4 color = subpassLoad(input_color); #elif defined(MULTIVIEW) - vec3 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f).rgb * params.luminance_multiplier; + vec4 color = textureLod(source_color, vec3(uv_interp, ViewIndex), 0.0f); #else - vec3 color = textureLod(source_color, uv_interp, 0.0f).rgb * params.luminance_multiplier; + vec4 color = textureLod(source_color, uv_interp, 0.0f); #endif + color.rgb *= params.luminance_multiplier; // Exposure @@ -443,7 +444,7 @@ void main() { } #endif - color *= exposure; + color.rgb *= exposure; // Early Tonemap & SRGB Conversion #ifndef SUBPASS @@ -456,19 +457,19 @@ void main() { } if (params.use_fxaa) { - color = do_fxaa(color, exposure, uv_interp); + color.rgb = do_fxaa(color.rgb, exposure, uv_interp); } #endif if (params.use_debanding) { // For best results, debanding should be done before tonemapping. // Otherwise, we're adding noise to an already-quantized image. - color += screen_space_dither(gl_FragCoord.xy); + color.rgb += screen_space_dither(gl_FragCoord.xy); } - color = apply_tonemapping(color, params.white); + color.rgb = apply_tonemapping(color.rgb, params.white); - color = linear_to_srgb(color); // regular linear -> SRGB conversion + color.rgb = linear_to_srgb(color.rgb); // regular linear -> SRGB conversion #ifndef SUBPASS // Glow @@ -482,19 +483,19 @@ void main() { glow = apply_tonemapping(glow, params.white); glow = linear_to_srgb(glow); - color = apply_glow(color, glow); + color.rgb = apply_glow(color.rgb, glow); } #endif // Additional effects if (params.use_bcs) { - color = apply_bcs(color, params.bcs); + color.rgb = apply_bcs(color.rgb, params.bcs); } if (params.use_color_correction) { - color = apply_color_correction(color); + color.rgb = apply_color_correction(color.rgb); } - frag_color = vec4(color, 1.0f); + frag_color = color; } diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl index 58b4ded9f4..4f49c186a6 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_clustered.glsl @@ -679,7 +679,7 @@ void main() { float normal_map_depth = 1.0; - vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center + vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size; float sss_strength = 0.0; diff --git a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl index b6ba244665..fd0fefc5fd 100644 --- a/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/scene_forward_mobile.glsl @@ -650,7 +650,7 @@ void main() { float normal_map_depth = 1.0; - vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size + scene_data.screen_pixel_size * 0.5; //account for center + vec2 screen_uv = gl_FragCoord.xy * scene_data.screen_pixel_size; float sss_strength = 0.0; @@ -924,7 +924,7 @@ void main() { #endif // !USE_LIGHTMAP #if defined(CUSTOM_IRRADIANCE_USED) - ambient_light = mix(specular_light, custom_irradiance.rgb, custom_irradiance.a); + ambient_light = mix(ambient_light, custom_irradiance.rgb, custom_irradiance.a); #endif // CUSTOM_IRRADIANCE_USED #ifdef LIGHT_CLEARCOAT_USED |