diff --git a/doc/classes/VisualShaderNodeColorFunc.xml b/doc/classes/VisualShaderNodeColorFunc.xml index e1f66387672b..63b967c9fa30 100644 --- a/doc/classes/VisualShaderNodeColorFunc.xml +++ b/doc/classes/VisualShaderNodeColorFunc.xml @@ -43,7 +43,6 @@ Converts color from linear encoding to nonlinear sRGB encoding using the following formula: [codeblock] - vec3 c = clamp(c, vec3(0.0), vec3(1.0)); const vec3 a = vec3(0.055f); return mix((vec3(1.0f) + a) * pow(c.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * c.rgb, lessThan(c.rgb, vec3(0.0031308f))); [/codeblock] diff --git a/drivers/gles3/shaders/tonemap_inc.glsl b/drivers/gles3/shaders/tonemap_inc.glsl index b128dce4725f..d4e39d637423 100644 --- a/drivers/gles3/shaders/tonemap_inc.glsl +++ b/drivers/gles3/shaders/tonemap_inc.glsl @@ -12,7 +12,6 @@ layout(std140) uniform TonemapData { //ubo:0 // This expects 0-1 range input. vec3 linear_to_srgb(vec3 color) { - //color = clamp(color, vec3(0.0), vec3(1.0)); //const vec3 a = vec3(0.055f); //return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f))); // Approximation from http://chilliant.blogspot.com/2012/08/srgb-approximations-for-hlsl.html diff --git a/scene/resources/visual_shader_nodes.cpp b/scene/resources/visual_shader_nodes.cpp index 8d1166c07a21..b27370b5ed3a 100644 --- a/scene/resources/visual_shader_nodes.cpp +++ b/scene/resources/visual_shader_nodes.cpp @@ -3260,7 +3260,7 @@ String VisualShaderNodeColorFunc::generate_code(Shader::Mode p_mode, VisualShade code += " vec3 c = " + p_input_vars[0] + ";\n"; code += " " + p_output_vars[0] + " = max(vec3(1.055) * pow(c, vec3(0.416666667)) - vec3(0.055), vec3(0.0));\n"; } else { - code += " vec3 c = clamp(" + p_input_vars[0] + ", vec3(0.0), vec3(1.0));\n"; + code += " vec3 c = " + p_input_vars[0] + ";\n"; code += " const vec3 a = vec3(0.055f);\n"; code += " " + p_output_vars[0] + " = mix((vec3(1.0f) + a) * pow(c.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * c.rgb, lessThan(c.rgb, vec3(0.0031308f)));\n"; } diff --git a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl index a348bc9904c5..39382a086e80 100644 --- a/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/copy_to_fb.glsl @@ -106,8 +106,6 @@ layout(set = 1, binding = 0) uniform sampler2D source_color2; layout(location = 0) out vec4 frag_color; vec3 linear_to_srgb(vec3 color) { - //if going to srgb, clamp from 0 to 1. - color = clamp(color, vec3(0.0), vec3(1.0)); const vec3 a = vec3(0.055f); return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f))); } @@ -179,6 +177,7 @@ void main() { } if (bool(params.flags & FLAG_SRGB)) { color.rgb = linear_to_srgb(color.rgb); + color.rgb = clamp(color.rgb, vec3(0.0), vec3(1.0)); } if (bool(params.flags & FLAG_ALPHA_TO_ONE)) { color.a = 1.0; diff --git a/servers/rendering/renderer_rd/shaders/effects/smaa_blending.glsl b/servers/rendering/renderer_rd/shaders/effects/smaa_blending.glsl index 9d9765f391a7..2551e1fd7347 100644 --- a/servers/rendering/renderer_rd/shaders/effects/smaa_blending.glsl +++ b/servers/rendering/renderer_rd/shaders/effects/smaa_blending.glsl @@ -75,8 +75,6 @@ params; #define textureLinear(tex, uv) srgb_to_linear(textureLod(tex, uv, 0.0).rgb) vec3 linear_to_srgb(vec3 color) { - // If going to srgb, clamp from 0 to 1. - color = clamp(color, vec3(0.0), vec3(1.0)); const vec3 a = vec3(0.055f); return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f))); } @@ -138,6 +136,7 @@ void main() { out_color.rgb = blending_weight.x * textureLinear(color_tex, blending_coord.xy); out_color.rgb += blending_weight.y * textureLinear(color_tex, blending_coord.zw); out_color.rgb = linear_to_srgb(out_color.rgb); + out_color.rgb = clamp(out_color.rgb, vec3(0.0), vec3(1.0)); out_color.a = texture(color_tex, tex_coord).a; } if (bool(params.use_debanding)) { diff --git a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl index 177dab16c763..947941ec4940 100644 --- a/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl +++ b/servers/rendering/renderer_rd/shaders/environment/sdfgi_debug.glsl @@ -50,8 +50,6 @@ layout(push_constant, std430) uniform Params { params; vec3 linear_to_srgb(vec3 color) { - //if going to srgb, clamp from 0 to 1. - color = clamp(color, vec3(0.0), vec3(1.0)); const vec3 a = vec3(0.055f); return mix((vec3(1.0f) + a) * pow(color.rgb, vec3(1.0f / 2.4f)) - a, 12.92f * color.rgb, lessThan(color.rgb, vec3(0.0031308f))); } @@ -181,5 +179,5 @@ void main() { #endif - imageStore(screen_buffer, screen_pos, vec4(linear_to_srgb(light), 1.0)); + imageStore(screen_buffer, screen_pos, vec4(clamp(linear_to_srgb(light), vec3(0.0), vec3(1.0)), 1.0)); }