|
@@ -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
|