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Divide screen texture by luminance multiplier in compatibility#110004

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Repiteo merged 1 commit intogodotengine:masterfrom
Kaleb-Reid:divide-luminance
Oct 6, 2025
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Divide screen texture by luminance multiplier in compatibility#110004
Repiteo merged 1 commit intogodotengine:masterfrom
Kaleb-Reid:divide-luminance

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@Kaleb-Reid
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Mobile and compatibility both use a luminance multiplier for glow, which has the side effect of making the screen texture dark.

Mobile already worked around this by transparently adding in an extra multiplication when sampling the texture in a shader, but compatibility for some reason didn't.

Fixes #107552

@Kaleb-Reid Kaleb-Reid requested a review from a team as a code owner August 27, 2025 04:34
@Chaosus Chaosus added this to the 4.5 milestone Aug 27, 2025
@Repiteo Repiteo modified the milestones: 4.5, 4.6 Sep 8, 2025
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Looks good!

@Kaleb-Reid
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@clayjohn scene_data is now scene_data_block.data as of today, so I've just fixed that.

@Repiteo Repiteo merged commit d364dac into godotengine:master Oct 6, 2025
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Repiteo commented Oct 6, 2025

Thanks!

@Kaleb-Reid Kaleb-Reid deleted the divide-luminance branch October 6, 2025 20:21
@clayjohn clayjohn added the cherrypick:4.5 Considered for cherry-picking into a future 4.5.x release label Oct 7, 2025
@akien-mga
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Cherry-picked for 4.5.1.

@akien-mga akien-mga removed the cherrypick:4.5 Considered for cherry-picking into a future 4.5.x release label Oct 8, 2025
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@akien-mga I just realized that this being cherry-picked caused a regression in the 4.5 branch so I made #111438.

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Glow in Compatibility makes screen texture very dark

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