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7 changes: 4 additions & 3 deletions package/Shaders/Sky.hlsl
Original file line number Diff line number Diff line change
Expand Up @@ -253,12 +253,13 @@ PS_OUTPUT main(PS_INPUT input)
TexNoiseGradSampler.Sample(SampNoiseGradSampler, noiseGradUv).x * 0.03125 + -0.0078125;

# ifdef TEX
float3 sunGlareColor = Color::Sky(input.Color.xyz) * baseColor.xyz;
float3 skyVertColor = ENABLE_LL ? (input.Color.xyz + noiseGrad) : input.Color.xyz;
float3 sunGlareColor = Color::Sky(skyVertColor) * baseColor.xyz;
// Dither/noise term is the legacy sky path contribution for gradient smoothing.
psout.Color.xyz = (sunGlareColor + skyScale) + noiseGrad;
psout.Color.xyz = (sunGlareColor + skyScale) + (ENABLE_LL ? 0.0 : noiseGrad);
psout.Color.w = baseColor.w * input.Color.w;
# else
psout.Color.xyz = (skyScale + Color::Sky(input.Color.xyz)) + noiseGrad;
psout.Color.xyz = skyScale + Color::Sky(input.Color.xyz + noiseGrad);
psout.Color.w = input.Color.w;
# endif // TEX

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