Use linear mipmap sampling in ToneMapper
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4a9e8b560a
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623753a3a2
1 changed files with 13 additions and 13 deletions
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@ -151,37 +151,37 @@ void ToneMapper::tonemapper(RID p_source_color, RID p_dst_framebuffer, const Ton
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mode += 6;
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}
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RID default_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RID default_mipmap_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RD::Uniform u_source_color;
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u_source_color.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_source_color.binding = 0;
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u_source_color.append_id(default_shader);
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u_source_color.append_id(default_sampler);
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u_source_color.append_id(p_source_color);
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RD::Uniform u_exposure_texture;
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u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_exposure_texture.binding = 0;
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u_exposure_texture.append_id(default_shader);
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u_exposure_texture.append_id(default_sampler);
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u_exposure_texture.append_id(p_settings.exposure_texture);
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RD::Uniform u_glow_texture;
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u_glow_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_glow_texture.binding = 0;
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u_glow_texture.append_id(default_mipmap_shader);
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u_glow_texture.append_id(default_mipmap_sampler);
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u_glow_texture.append_id(p_settings.glow_texture);
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RD::Uniform u_glow_map;
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u_glow_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_glow_map.binding = 1;
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u_glow_map.append_id(default_mipmap_shader);
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u_glow_map.append_id(default_mipmap_sampler);
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u_glow_map.append_id(p_settings.glow_map);
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RD::Uniform u_color_correction_texture;
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u_color_correction_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_color_correction_texture.binding = 0;
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u_color_correction_texture.append_id(default_shader);
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u_color_correction_texture.append_id(default_sampler);
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u_color_correction_texture.append_id(p_settings.color_correction_texture);
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RID shader = tonemap.shader.version_get_shader(tonemap.shader_version, mode);
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@ -233,8 +233,8 @@ void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_col
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tonemap.push_constant.use_debanding = p_settings.use_debanding;
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tonemap.push_constant.luminance_multiplier = p_settings.luminance_multiplier;
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RID default_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RID default_mipmap_shader = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_NEAREST_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RID default_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RID default_mipmap_sampler = material_storage->sampler_rd_get_default(RS::CANVAS_ITEM_TEXTURE_FILTER_LINEAR_WITH_MIPMAPS, RS::CANVAS_ITEM_TEXTURE_REPEAT_DISABLED);
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RD::Uniform u_source_color;
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u_source_color.uniform_type = RD::UNIFORM_TYPE_INPUT_ATTACHMENT;
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@ -244,25 +244,25 @@ void ToneMapper::tonemapper(RD::DrawListID p_subpass_draw_list, RID p_source_col
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RD::Uniform u_exposure_texture;
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u_exposure_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_exposure_texture.binding = 0;
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u_exposure_texture.append_id(default_shader);
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u_exposure_texture.append_id(default_sampler);
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u_exposure_texture.append_id(p_settings.exposure_texture);
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RD::Uniform u_glow_texture;
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u_glow_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_glow_texture.binding = 0;
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u_glow_texture.append_id(default_mipmap_shader);
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u_glow_texture.append_id(default_mipmap_sampler);
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u_glow_texture.append_id(p_settings.glow_texture);
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RD::Uniform u_glow_map;
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u_glow_map.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_glow_map.binding = 1;
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u_glow_map.append_id(default_mipmap_shader);
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u_glow_map.append_id(default_mipmap_sampler);
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u_glow_map.append_id(p_settings.glow_map);
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RD::Uniform u_color_correction_texture;
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u_color_correction_texture.uniform_type = RD::UNIFORM_TYPE_SAMPLER_WITH_TEXTURE;
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u_color_correction_texture.binding = 0;
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u_color_correction_texture.append_id(default_shader);
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u_color_correction_texture.append_id(default_sampler);
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u_color_correction_texture.append_id(p_settings.color_correction_texture);
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RID shader = tonemap.shader.version_get_shader(tonemap.shader_version, mode);
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