Fix uniform name for luminance multiplier in shader compiler

This commit is contained in:
Kaleb Reid 2025-10-08 22:20:41 -07:00
parent 69796bf7d6
commit d18aaaa5d3

View file

@ -1358,7 +1358,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
code += ")"; code += ")";
if (is_screen_texture && !texture_func_returns_data && actions.apply_luminance_multiplier) { if (is_screen_texture && !texture_func_returns_data && actions.apply_luminance_multiplier) {
if (RS::get_singleton()->is_low_end()) { if (RS::get_singleton()->is_low_end()) {
code = "(" + code + " / vec4(vec3(scene_data_block.data.luminance_multiplier), 1.0))"; code = "(" + code + " / vec4(vec3(scene_data.luminance_multiplier), 1.0))";
} else { } else {
code = "(" + code + " * vec4(vec3(sc_luminance_multiplier()), 1.0))"; code = "(" + code + " * vec4(vec3(sc_luminance_multiplier()), 1.0))";
} }