diff --git a/ref/vk/shaders/ray_primary_hit.glsl b/ref/vk/shaders/ray_primary_hit.glsl index 39d5fc71..13910020 100644 --- a/ref/vk/shaders/ray_primary_hit.glsl +++ b/ref/vk/shaders/ray_primary_hit.glsl @@ -91,9 +91,9 @@ void primaryRayHit(rayQueryEXT rq, inout RayPayloadPrimary payload) { //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) * payload.base_color_a.rgb; - //payload.emissive.rgb = (sqrt(kusok.emissive) / 4) * payload.base_color_a.rgb; // better for HDR + payload.emissive.rgb = (sqrt(kusok.emissive) / 6) * payload.base_color_a.rgb; // better for HDR (maybe 8 better) //payload.emissive.rgb = clamp(sqrt(kusok.emissive) / 4, 0.0, 1.5) * payload.base_color_a.rgb; - payload.emissive.rgb = (pow(kusok.emissive, vec3(1/2.2)) / 8) * payload.base_color_a.rgb; + //payload.emissive.rgb = (pow(kusok.emissive, vec3(1/2.2)) / 8) * payload.base_color_a.rgb; //payload.emissive.rgb = kusok.emissive * payload.base_color_a.rgb; #else // Fake texture color