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author | Lars Hofhansl <larsh@apache.org> | 2016-10-24 08:23:13 -0700 |
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committer | Ner'zhul <nerzhul@users.noreply.github.com> | 2016-10-25 07:49:19 +0200 |
commit | 98176481c1d0b6f8960574af1c2568085e37e433 (patch) | |
tree | d5a935d3591c3fb40db7342e66df139a65196b6d /client | |
parent | 779d2c5f64e321cc126b3e3abed9e37fd30edb1b (diff) | |
download | minetest-98176481c1d0b6f8960574af1c2568085e37e433.tar.gz minetest-98176481c1d0b6f8960574af1c2568085e37e433.tar.bz2 minetest-98176481c1d0b6f8960574af1c2568085e37e433.zip |
Shaders: Apply tone mapping before fog calculation.
Diffstat (limited to 'client')
-rw-r--r-- | client/shaders/nodes_shader/opengl_fragment.glsl | 8 | ||||
-rw-r--r-- | client/shaders/water_surface_shader/opengl_fragment.glsl | 8 |
2 files changed, 8 insertions, 8 deletions
diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 299de2749..09c40b652 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -194,6 +194,10 @@ void main(void) vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); +#ifdef ENABLE_TONE_MAPPING + col = applyToneMapping(col); +#endif + #if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT float alpha = gl_Color.a; if (fogDistance != 0.0) { @@ -209,9 +213,5 @@ void main(void) col = vec4(col.rgb, base.a); #endif -#ifdef ENABLE_TONE_MAPPING - gl_FragColor = applyToneMapping(col); -#else gl_FragColor = col; -#endif } diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl index 8321ddf93..d910220e9 100644 --- a/client/shaders/water_surface_shader/opengl_fragment.glsl +++ b/client/shaders/water_surface_shader/opengl_fragment.glsl @@ -150,6 +150,10 @@ vec4 base = texture2D(baseTexture, uv).rgba; vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); +#ifdef ENABLE_TONE_MAPPING + col = applyToneMapping(col); +#endif + #if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE float alpha = gl_Color.a; if (fogDistance != 0.0) { @@ -165,9 +169,5 @@ vec4 base = texture2D(baseTexture, uv).rgba; col = vec4(col.rgb, base.a); #endif -#ifdef ENABLE_TONE_MAPPING - gl_FragColor = applyToneMapping(col); -#else gl_FragColor = col; -#endif } |