Shaders: Apply tone mapping before fog calculation.

This commit is contained in:
Lars Hofhansl 2016-10-24 08:23:13 -07:00 committed by Ner'zhul
parent 779d2c5f64
commit 98176481c1
2 changed files with 8 additions and 8 deletions

@ -194,6 +194,10 @@ void main(void)
vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
#ifdef ENABLE_TONE_MAPPING
col = applyToneMapping(col);
#endif
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT
float alpha = gl_Color.a;
if (fogDistance != 0.0) {
@ -209,9 +213,5 @@ void main(void)
col = vec4(col.rgb, base.a);
#endif
#ifdef ENABLE_TONE_MAPPING
gl_FragColor = applyToneMapping(col);
#else
gl_FragColor = col;
#endif
}

@ -150,6 +150,10 @@ vec4 base = texture2D(baseTexture, uv).rgba;
vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
#ifdef ENABLE_TONE_MAPPING
col = applyToneMapping(col);
#endif
#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
float alpha = gl_Color.a;
if (fogDistance != 0.0) {
@ -165,9 +169,5 @@ vec4 base = texture2D(baseTexture, uv).rgba;
col = vec4(col.rgb, base.a);
#endif
#ifdef ENABLE_TONE_MAPPING
gl_FragColor = applyToneMapping(col);
#else
gl_FragColor = col;
#endif
}