diff --git a/servers/rendering/renderer_rd/shaders/tonemap.glsl b/servers/rendering/renderer_rd/shaders/tonemap.glsl index f028195a748..3c685c25b9b 100644 --- a/servers/rendering/renderer_rd/shaders/tonemap.glsl +++ b/servers/rendering/renderer_rd/shaders/tonemap.glsl @@ -184,10 +184,6 @@ vec3 tonemap_aces(vec3 color, float white) { } vec3 tonemap_reinhard(vec3 color, float white) { - // Ensure color values are positive. - // They can be negative in the case of negative lights, which leads to undesired behavior. - color = max(vec3(0.0), color); - return (white * color + color) / (color * white + white); } @@ -211,7 +207,7 @@ vec3 apply_tonemapping(vec3 color, float white) { // inputs are LINEAR, always o return tonemap_reinhard(color, white); } else if (params.tonemapper == TONEMAPPER_FILMIC) { return tonemap_filmic(color, white); - } else { //aces + } else { // TONEMAPPER_ACES return tonemap_aces(color, white); } } @@ -405,7 +401,9 @@ void main() { color += screen_space_dither(gl_FragCoord.xy); } - color = apply_tonemapping(color, params.white); + // Ensure color values passed to tonemappers are positive. + // They can be negative in the case of negative lights, which leads to undesired behavior. + color = apply_tonemapping(max(vec3(0.0), color), params.white); color = linear_to_srgb(color); // regular linear -> SRGB conversion