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Clamp negative colors regardless of the tonemapper to avoid artifacts

Color artifacts could be visible when using negative lights with the
Filmic and ACES tonemapping operators, as these did not clamp negative
colors.
Hugo Locurcio 4 년 전
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313527b3fa
1개의 변경된 파일3개의 추가작업 그리고 6개의 파일을 삭제
  1. 3 6
      drivers/gles3/shaders/tonemap.glsl

+ 3 - 6
drivers/gles3/shaders/tonemap.glsl

@@ -160,10 +160,6 @@ vec3 tonemap_aces(vec3 color, float white) {
 }
 
 vec3 tonemap_reinhard(vec3 color, float white) {
-	// Ensure color values are positive.
-	// They can be negative in the case of negative lights, which leads to undesired behavior.
-	color = max(vec3(0.0), color);
-
 	return clamp((white * color + color) / (color * white + white), vec3(0.0f), vec3(1.0f));
 }
 
@@ -347,8 +343,9 @@ void main() {
 #endif
 
 	// Early Tonemap & SRGB Conversion; note that Linear tonemapping does not clamp to [0, 1]; some operations below expect a [0, 1] range and will clamp
-
-	color = apply_tonemapping(color, white);
+	// Ensure color values are positive.
+	// They can be negative in the case of negative lights, which leads to undesired behavior.
+	color = apply_tonemapping(max(vec3(0.0), color), white);
 
 #ifdef KEEP_3D_LINEAR
 	// leave color as is (-> don't convert to SRGB)