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-rw-r--r--servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl9
1 files changed, 7 insertions, 2 deletions
diff --git a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
index 07d5223472..eed9038502 100644
--- a/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
+++ b/servers/rendering/renderer_rd/shaders/environment/volumetric_fog_process.glsl
@@ -84,6 +84,9 @@ 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 = 11, std140) uniform VoxelGIs {
@@ -105,6 +108,8 @@ struct SDFVoxelGICascadeData {
float to_probe;
ivec3 probe_world_offset;
float to_cell; // 1/bounds * grid_size
+ vec3 pad;
+ float exposure_normalization;
};
layout(set = 1, binding = 0, std140) uniform SDFGI {
@@ -624,7 +629,7 @@ void main() {
light += a * slight;
}
- light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject;
+ light.rgb *= voxel_gi_instances.data[i].dynamic_range * params.gi_inject * voxel_gi_instances.data[i].exposure_normalization;
total_light += light.rgb;
}
@@ -691,7 +696,7 @@ void main() {
vec3 ambient = texelFetch(sampler2DArray(sdfgi_ambient_texture, linear_sampler), uvw, 0).rgb;
- ambient_accum.rgb += ambient * weight;
+ ambient_accum.rgb += ambient * weight * sdfgi.cascades[i].exposure_normalization;
ambient_accum.a += weight;
}