Merge pull request #80933 from ChibiDenDen/clear_color_mobile_fix
Fix clear color on mobile renderer
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aa9f3583e8
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@ -752,7 +752,8 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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bool draw_sky = false;
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bool draw_sky_fog_only = false;
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// We invert luminance_multiplier for sky so that we can combine it with exposure value.
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float sky_energy_multiplier = 1.0 / _render_buffers_get_luminance_multiplier();
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float inverse_luminance_multiplier = 1.0 / _render_buffers_get_luminance_multiplier();
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float sky_energy_multiplier = inverse_luminance_multiplier;
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Color clear_color = p_default_bg_color;
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bool keep_color = false;
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@ -899,14 +900,14 @@ void RenderForwardMobile::_render_scene(RenderDataRD *p_render_data, const Color
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// regular forward for now
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Vector<Color> c;
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{
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Color cc = clear_color.srgb_to_linear();
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Color cc = clear_color.srgb_to_linear() * inverse_luminance_multiplier;
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if (rb_data.is_valid()) {
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cc.a = 0; // For transparent viewport backgrounds.
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}
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c.push_back(cc); // Our render buffer.
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if (rb_data.is_valid()) {
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if (p_render_data->render_buffers->get_msaa_3d() != RS::VIEWPORT_MSAA_DISABLED) {
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c.push_back(clear_color.srgb_to_linear()); // Our resolve buffer.
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c.push_back(clear_color.srgb_to_linear() * inverse_luminance_multiplier); // Our resolve buffer.
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}
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if (using_subpass_post_process) {
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c.push_back(Color()); // Our 2D buffer we're copying into.
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