From 8fa76a527271a4749826903020219786253214d4 Mon Sep 17 00:00:00 2001 From: clayjohn Date: Tue, 13 Sep 2022 10:39:04 -0700 Subject: 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. --- servers/rendering/renderer_rd/environment/sky.cpp | 1 + 1 file changed, 1 insertion(+) (limited to 'servers/rendering/renderer_rd/environment') diff --git a/servers/rendering/renderer_rd/environment/sky.cpp b/servers/rendering/renderer_rd/environment/sky.cpp index 65d1d9e705..ceba43ae8f 100644 --- a/servers/rendering/renderer_rd/environment/sky.cpp +++ b/servers/rendering/renderer_rd/environment/sky.cpp @@ -907,6 +907,7 @@ void SkyRD::init() { actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n"; actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n"; actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n"; + actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n"; actions.sampler_array_name = "material_samplers"; actions.base_texture_binding_index = 1; -- cgit v1.2.3