diff --git a/ref/vk/shaders/ray_primary_hit.glsl b/ref/vk/shaders/ray_primary_hit.glsl index e0f74522..014b22ea 100644 --- a/ref/vk/shaders/ray_primary_hit.glsl +++ b/ref/vk/shaders/ray_primary_hit.glsl @@ -56,7 +56,10 @@ void primaryRayHit(rayQueryEXT rq, inout RayPayloadPrimary payload) { #if 1 // Real correct emissive color //payload.emissive.rgb = kusok.emissive; - payload.emissive.rgb = clamp(kusok.emissive / (1.0/3.0) / 25, 0, 1.5) * SRGBtoLINEAR(payload.base_color_a.rgb); + //payload.emissive.rgb = kusok.emissive * SRGBtoLINEAR(payload.base_color_a.rgb); + //payload.emissive.rgb = clamp((kusok.emissive * (1.0/3.0) / 20), 0, 1.0) * SRGBtoLINEAR(payload.base_color_a.rgb); + //payload.emissive.rgb = (sqrt(sqrt(kusok.emissive)) * (1.0/3.0)) * SRGBtoLINEAR(payload.base_color_a.rgb); + payload.emissive.rgb = (sqrt(kusok.emissive) / 8) * SRGBtoLINEAR(payload.base_color_a.rgb); #else // Fake texture color if (any(greaterThan(kusok.emissive, vec3(0.))))