Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Dither fix #7977

Merged
merged 3 commits into from
Mar 27, 2023
Merged

Dither fix #7977

merged 3 commits into from
Mar 27, 2023

Conversation

Ababwa
Copy link
Contributor

@Ababwa Ababwa commented Mar 8, 2023

@github-actions
Copy link
Contributor

github-actions bot commented Mar 8, 2023

Welcome, new contributor!

Please make sure you've read our contributing guide and we look forward to reviewing your pull request shortly ✨

@alice-i-cecile alice-i-cecile added this to the 0.11 milestone Mar 8, 2023
@alice-i-cecile alice-i-cecile added A-Rendering Drawing game state to the screen C-Code-Quality A section of code that is hard to understand or change labels Mar 8, 2023
@mockersf mockersf requested a review from aevyrie March 8, 2023 17:46
@mockersf mockersf modified the milestones: 0.11, 0.10.1 Mar 8, 2023
Copy link
Member

@aevyrie aevyrie left a comment

Choose a reason for hiding this comment

The reason will be displayed to describe this comment to others. Learn more.

This looks right to me, but I'd like to have a more rendering-familiar set of eyes on this. 🙂

crates/bevy_pbr/src/render/pbr.wgsl Show resolved Hide resolved
@cart cart enabled auto-merge March 27, 2023 21:13
@cart cart added this pull request to the merge queue Mar 27, 2023
Merged via the queue into bevyengine:main with commit 846b748 Mar 27, 2023
mockersf pushed a commit that referenced this pull request Mar 27, 2023
- Fixes #7965
- Code quality improvements.
- Removes the unreferenced function `dither` in pbr_functions.wgsl
introduced in 72fbcc7, but made obsolete in c069c54.
- Makes the reference to `screen_space_dither` in pbr.wgsl conditional
on `#ifdef TONEMAP_IN_SHADER`, as the required import is conditional on
the same, as deband dithering can only occur if tonemapping is also
occurring.

---------

Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
A-Rendering Drawing game state to the screen C-Code-Quality A section of code that is hard to understand or change
Projects
None yet
Development

Successfully merging this pull request may close these issues.

In pbr.wgsl screen_space_dither goes out of scope if TONEMAP_IN_SHADER is not defined
5 participants