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mirror of https://github.com/godotengine/godot.git synced 2025-11-14 13:41:12 +00:00

Add option to enable HDR rendering in 2D

This is needed to allow 2D to fully make use of 3D effects (e.g. glow), and can be used to substantially improve quality of 2D rendering at the cost of performance

Additionally, the 2D rendering pipeline is done in linear space (we skip linear_to_srgb conversion in 3D tonemapping) so the entire Viewport can be kept linear.
This is necessary for proper HDR screen support in the future.
This commit is contained in:
clayjohn
2023-08-03 14:10:01 +02:00
parent 237bd0a615
commit 57eb762bae
40 changed files with 309 additions and 105 deletions

View File

@@ -36,6 +36,12 @@ layout(set = 1, binding = 0, std140) uniform MaterialUniforms{
#GLOBALS
#ifdef USE_ATTRIBUTES
vec3 srgb_to_linear(vec3 color) {
return mix(pow((color.rgb + vec3(0.055)) * (1.0 / (1.0 + 0.055)), vec3(2.4)), color.rgb * (1.0 / 12.92), lessThan(color.rgb, vec3(0.04045)));
}
#endif
void main() {
vec4 instance_custom = vec4(0.0);
#ifdef USE_PRIMITIVE
@@ -65,7 +71,11 @@ void main() {
#elif defined(USE_ATTRIBUTES)
vec2 vertex = vertex_attrib;
vec4 color = color_attrib * draw_data.modulation;
vec4 color = color_attrib;
if (bool(draw_data.flags & FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR)) {
color.rgb = srgb_to_linear(color.rgb);
}
color *= draw_data.modulation;
vec2 uv = uv_attrib;
uvec4 bones = bone_attrib;
@@ -563,9 +573,6 @@ void main() {
}
vec4 base_color = color;
if (bool(draw_data.flags & FLAGS_USING_LIGHT_MASK)) {
color = vec4(0.0); //invisible by default due to using light mask
}
#ifdef MODE_LIGHT_ONLY
float light_only_alpha = 0.0;