mirror of
https://github.com/horizon-rust/horizon.git
synced 2026-11-09 17:19:15 -10:00
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:
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);
|
||||
}
|
||||
}
|
||||
|
||||
Reference in new issue
Block a user