Move debanding into internal sky shader code so that it is applied after everything else.

This ensures that the debanding does not scale with exposure or any other effect.
This commit is contained in:
clayjohn 2022-09-13 10:39:04 -07:00
parent 22a09fef5d
commit 8fa76a5272
7 changed files with 73 additions and 46 deletions

View file

@ -907,6 +907,7 @@ void SkyRD::init() {
actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
actions.sampler_array_name = "material_samplers";
actions.base_texture_binding_index = 1;