Apply sky fog after luminance multiplier

This commit is contained in:
RandomCatDude
2023-04-08 12:52:33 +05:00
parent c151d3231f
commit c118314fe8
@@ -260,6 +260,10 @@ void main() {
frag_color.rgb = color;
frag_color.a = alpha;
// For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
// For both mobile and clustered, we also bake in the exposure value for the environment and camera.
frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
#if !defined(DISABLE_FOG) && !defined(USE_CUBEMAP_PASS)
// Draw "fixed" fog before volumetric fog to ensure volumetric fog can appear in front of the sky.
@@ -285,10 +289,6 @@ void main() {
frag_color.a = 0.0;
}
// For mobile renderer we're multiplying by 0.5 as we're using a UNORM buffer.
// For both mobile and clustered, we also bake in the exposure value for the environment and camera.
frag_color.rgb = frag_color.rgb * params.luminance_multiplier;
#ifdef USE_DEBANDING
frag_color.rgb += interleaved_gradient_noise(gl_FragCoord.xy);
#endif