diff --git a/drivers/gles3/shaders/scene.glsl b/drivers/gles3/shaders/scene.glsl index 407686e8e3c..2814f41c376 100644 --- a/drivers/gles3/shaders/scene.glsl +++ b/drivers/gles3/shaders/scene.glsl @@ -2104,7 +2104,7 @@ void main() { c3 * lightmap_captures[6].rgb * (3.0 * wnormal.z * wnormal.z - 1.0) + c2 * lightmap_captures[7].rgb * wnormal.x * wnormal.z + c4 * lightmap_captures[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y)) * - scene_data.emissive_exposure_normalization; + scene_data.IBL_exposure_normalization; } #else #ifdef USE_LIGHTMAP diff --git a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl index 00c32429fd9..170aa77a430 100644 --- a/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_clustered/scene_forward_clustered.glsl @@ -1719,7 +1719,7 @@ void fragment_shader(in SceneData scene_data) { c[3] * lightmap_captures.data[index].sh[6].rgb * (3.0 * wnormal.z * wnormal.z - 1.0) + c[2] * lightmap_captures.data[index].sh[7].rgb * wnormal.x * wnormal.z + c[4] * lightmap_captures.data[index].sh[8].rgb * (wnormal.x * wnormal.x - wnormal.y * wnormal.y)) * - scene_data.emissive_exposure_normalization; + scene_data.IBL_exposure_normalization; } else if (bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_LIGHTMAP)) { // has actual lightmap bool uses_sh = bool(instances.data[instance_index].flags & INSTANCE_FLAGS_USE_SH_LIGHTMAP); diff --git a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl index 469f5e36105..6177a287d86 100644 --- a/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl +++ b/servers/rendering/renderer_rd/shaders/forward_mobile/scene_forward_mobile.glsl @@ -1628,7 +1628,7 @@ void main() { half(0.429043) // l2p2 sqrt(15.0/(16.0*PI))* PI*1.0/4.0 ); - half norm = half(scene_data.emissive_exposure_normalization); + half norm = half(scene_data.IBL_exposure_normalization); ambient_light += c[0] * hvec3(lightmap_captures.data[index].sh[0].rgb) * norm; ambient_light += c[1] * hvec3(lightmap_captures.data[index].sh[1].rgb) * wnormal.y * norm; ambient_light += c[1] * hvec3(lightmap_captures.data[index].sh[2].rgb) * wnormal.z * norm;