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Fix uniform name for luminance multiplier in shader compiler
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1 changed files with 1 additions and 1 deletions
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@ -1358,7 +1358,7 @@ String ShaderCompiler::_dump_node_code(const SL::Node *p_node, int p_level, Gene
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code += ")";
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code += ")";
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if (is_screen_texture && !texture_func_returns_data && actions.apply_luminance_multiplier) {
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if (is_screen_texture && !texture_func_returns_data && actions.apply_luminance_multiplier) {
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if (RS::get_singleton()->is_low_end()) {
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if (RS::get_singleton()->is_low_end()) {
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code = "(" + code + " / vec4(vec3(scene_data_block.data.luminance_multiplier), 1.0))";
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code = "(" + code + " / vec4(vec3(scene_data.luminance_multiplier), 1.0))";
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} else {
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} else {
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code = "(" + code + " * vec4(vec3(sc_luminance_multiplier()), 1.0))";
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code = "(" + code + " * vec4(vec3(sc_luminance_multiplier()), 1.0))";
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}
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}
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