From 385ee5c70b110fc4e6a47c847428bfe3da89e18e Mon Sep 17 00:00:00 2001 From: clayjohn Date: Sun, 31 Jul 2022 16:20:24 -0700 Subject: 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. --- servers/rendering/shader_compiler.cpp | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) (limited to 'servers/rendering/shader_compiler.cpp') 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: { -- cgit v1.2.3