1
0
mirror of https://github.com/godotengine/godot.git synced 2025-11-10 13:00:37 +00:00

Fix debanding slightly brightening the whole viewport

Thanks to Mikkel Gjoel on Twitter for the tip :)
This commit is contained in:
Hugo Locurcio
2020-10-19 22:38:20 +02:00
parent 7480a7d178
commit 15d033e25f

View File

@@ -311,7 +311,8 @@ vec3 screen_space_dither(vec2 frag_coord) {
vec3 dither = vec3(dot(vec2(171.0, 231.0), frag_coord));
dither.rgb = fract(dither.rgb / vec3(103.0, 71.0, 97.0));
return dither.rgb / 255.0;
// Subtract 0.5 to avoid slightly brightening the whole viewport.
return (dither.rgb - 0.5) / 255.0;
}
void main() {
@@ -338,7 +339,8 @@ void main() {
color = do_fxaa(color, exposure, uv_interp);
}
if (params.use_debanding) {
// Debanding should be done before tonemapping.
// For best results, debanding should be done before tonemapping.
// Otherwise, we're adding noise to an already-quantized image.
color += screen_space_dither(gl_FragCoord.xy);
}
color = apply_tonemapping(color, params.white);