HDR: in a material stage too, a sprite that shines all over has no threshold

Co-Authored-By: Claude Opus 5.5 <[email protected]>
This commit is contained in:
SenjinandClaude Opus 5.5 committed 2026-11-02 02:04:29 +01:00
1 parent 863a9eab0d
commit ce465c5708
1 file changed
+1 -1
@@ -168,7 +168,7 @@ fn horizon_material_mark(in: HorizonMaterialOut, texel: vec4<f32>) -> f32 {
let t = textureLoad(horizon_terrain_emission_thresholds,
vec2(i32(l % horizon_terrain_SPRITE_SPLIT), i32(l / horizon_terrain_SPRITE_SPLIT)), 0);
let y = horizon_terrain_brightness(texel.rgb);
if y >= select(t.r, t.g, whole) {
if whole || y >= t.r {
return horizon_terrain_hdr_mark(tier, y);
}
}