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-rw-r--r--servers/rendering/renderer_rd/shaders/environment/gi.glsl13
1 files changed, 9 insertions, 4 deletions
diff --git a/servers/rendering/renderer_rd/shaders/environment/gi.glsl b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
index 6ea8cb1377..ab927df678 100644
--- a/servers/rendering/renderer_rd/shaders/environment/gi.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/gi.glsl
@@ -32,6 +32,8 @@ struct ProbeCascadeData {
float to_probe;
ivec3 probe_world_offset;
float to_cell; // 1/bounds * grid_size
+ vec3 pad;
+ float exposure_normalization;
};
layout(rgba16f, set = 0, binding = 9) uniform restrict writeonly image2D ambient_buffer;
@@ -83,6 +85,9 @@ struct VoxelGIData {
float normal_bias; // 4 - 88
bool blend_ambient; // 4 - 92
uint mipmaps; // 4 - 96
+
+ vec3 pad; // 12 - 108
+ float exposure_normalization; // 4 - 112
};
layout(set = 0, binding = 16, std140) uniform VoxelGIs {
@@ -241,7 +246,7 @@ void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_
pos_uvw.x += float(offset.z) * sdfgi.lightprobe_uv_offset.z;
diffuse = textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb;
- diffuse_accum += vec4(diffuse * weight, weight);
+ diffuse_accum += vec4(diffuse * weight * sdfgi.cascades[cascade].exposure_normalization, weight);
{
vec3 specular = vec3(0.0);
@@ -255,7 +260,7 @@ void sdfvoxel_gi_process(uint cascade, vec3 cascade_pos, vec3 cam_pos, vec3 cam_
specular = mix(specular, textureLod(sampler2DArray(lightprobe_texture, linear_sampler), pos_uvw, 0.0).rgb, (roughness - 0.2) * 1.25);
}
- specular_accum += specular * weight;
+ specular_accum += specular * weight * sdfgi.cascades[cascade].exposure_normalization;
}
}
@@ -574,7 +579,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
}
}
- light.rgb *= voxel_gi_instances.data[index].dynamic_range;
+ light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
if (!voxel_gi_instances.data[index].blend_ambient) {
light.a = 1.0;
}
@@ -583,7 +588,7 @@ void voxel_gi_compute(uint index, vec3 position, vec3 normal, vec3 ref_vec, mat3
//radiance
vec4 irr_light = voxel_cone_trace(voxel_gi_textures[index], cell_size, position, ref_vec, tan(roughness * 0.5 * M_PI * 0.99), max_distance, voxel_gi_instances.data[index].bias);
- irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range;
+ irr_light.rgb *= voxel_gi_instances.data[index].dynamic_range * voxel_gi_instances.data[index].exposure_normalization;
if (!voxel_gi_instances.data[index].blend_ambient) {
irr_light.a = 1.0;
}