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HDR: fog hides light sources, animated sprites keep shining, the vignette keeps the lift
A light source's mark ignored fog: fully fogged, it stood out, through water since #6471. A sprite that shines all over took a threshold from one frame of its animation, so other frames' pixels dropped out. The vignette's darkest corners lost the lift at once. Co-Authored-By: Claude Opus 5.5 <[email protected]>
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@@ -329,7 +329,10 @@ fn shadow_color(in: Out) -> vec4<f32> {
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if in.overlay == 6u { uv.y = in.wrap.x + fract(in.uv.y) * in.wrap.y; }
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let texel = textureSample(atlas, atlas_sampler, uv);
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if in.tier == 0u || texel.a < 0.1 { discard; }
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return vec4(0.0, 0.0, 0.0, hdr_mark(in.tier, brightness(texel.rgb * in.color.rgb)));
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// Fog hides a light source as it hides everything else.
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let fogged = max(linear_fog(in.spherical, globals.fog.x, globals.fog.y),
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linear_fog(in.cylindrical, globals.fog.z, globals.fog.w)) * globals.fog_color.a;
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return vec4(0.0, 0.0, 0.0, hdr_mark(in.tier, brightness(texel.rgb * in.color.rgb) * (1.0 - fogged)));
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}
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fn brightness(c: vec3<f32>) -> f32 {
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let l = pow(max(c, vec3(0.0)), vec3(2.2));
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@@ -53,7 +53,7 @@ fn shows_world(c: vec3<f32>, w: vec3<f32>) -> bool {
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return true;
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}
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let f = (c.r + c.g + c.b) / max(w.r + w.g + w.b, 1.0 / 255.0);
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return f <= 1.01 && f > 0.5 && all(abs(c - f * w) <= 0.03 * w + 1.0 / 255.0);
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return f <= 1.01 && f > 0.02 && all(abs(c - f * w) <= 0.03 * w + 1.0 / 255.0);
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}
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// Linear BT.709 to BT.2020 (ITU-R BT.2087), columns first.
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@@ -463,8 +463,12 @@ fn solid_finish(in: TerrainOut, texel: vec4<f32>, color: vec4<f32>) -> vec4<f32>
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let l = in.layer & 0x7fffu;
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let t = textureLoad(emission_thresholds, vec2(i32(l % SPRITE_SPLIT), i32(l / SPRITE_SPLIT)), 0);
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let y = brightness(texel.rgb);
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if y >= select(t.r, t.g, whole) {
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emissive = hdr_mark(tier, y);
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// All over means all over: the sprite's range is one frame's, and an animated sprite's
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// other frames dip below it. Fog hides a light source as it hides everything else.
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if whole || y >= t.r {
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let fogged = max(linear_fog(in.spherical, globals.fog.x, globals.fog.y),
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linear_fog(in.cylindrical, globals.fog.z, globals.fog.w)) * globals.fog_color.a;
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emissive = hdr_mark(tier, y * (1.0 - fogged));
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}
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}
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if in.emissive_layer != 0xffffffffu {
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