diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl index bf974a3fd50..e8e5de70209 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sky.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sky.glsl @@ -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