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.
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7 changed files with 73 additions and 46 deletions
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@ -907,6 +907,7 @@ void SkyRD::init() {
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actions.usage_defines["HALF_RES_COLOR"] = "\n#define USES_HALF_RES_COLOR\n";
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actions.usage_defines["QUARTER_RES_COLOR"] = "\n#define USES_QUARTER_RES_COLOR\n";
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actions.render_mode_defines["disable_fog"] = "#define DISABLE_FOG\n";
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actions.render_mode_defines["use_debanding"] = "#define USE_DEBANDING\n";
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actions.sampler_array_name = "material_samplers";
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actions.base_texture_binding_index = 1;
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