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author | clayjohn <claynjohn@gmail.com> | 2023-08-03 14:10:01 +0200 |
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committer | clayjohn <claynjohn@gmail.com> | 2023-08-07 11:24:03 +0200 |
commit | 57eb762bae0a24a4fb33e825e57f1e100bd9d354 (patch) | |
tree | a8891dd7b4f5c95d39b947bb22360754f362c2a0 /drivers/gles3/shaders | |
parent | 237bd0a615df8a0e57bc3d299894abece7b43a0c (diff) | |
download | redot-engine-57eb762bae0a24a4fb33e825e57f1e100bd9d354.tar.gz |
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.
Diffstat (limited to 'drivers/gles3/shaders')
-rw-r--r-- | drivers/gles3/shaders/canvas_uniforms_inc.glsl | 2 |
1 files changed, 1 insertions, 1 deletions
diff --git a/drivers/gles3/shaders/canvas_uniforms_inc.glsl b/drivers/gles3/shaders/canvas_uniforms_inc.glsl index d53c0fcb26..21fd4d3d9d 100644 --- a/drivers/gles3/shaders/canvas_uniforms_inc.glsl +++ b/drivers/gles3/shaders/canvas_uniforms_inc.glsl @@ -12,7 +12,7 @@ #define FLAGS_CLIP_RECT_UV uint(1 << 9) #define FLAGS_TRANSPOSE_RECT uint(1 << 10) -#define FLAGS_USING_LIGHT_MASK uint(1 << 11) +// (1 << 11) is for FLAGS_CONVERT_ATTRIBUTES_TO_LINEAR in RD backends, unused here. #define FLAGS_NINEPACH_DRAW_CENTER uint(1 << 12) #define FLAGS_USING_PARTICLES uint(1 << 13) |