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-rw-r--r--servers/rendering/renderer_rd/shaders/environment/sky.glsl8
1 files changed, 4 insertions, 4 deletions
diff --git a/servers/rendering/renderer_rd/shaders/environment/sky.glsl b/servers/rendering/renderer_rd/shaders/environment/sky.glsl
index bf974a3fd5..e8e5de7020 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