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Use internal texture at internal resolution for calculating luminance (FSR2). #82534

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merged 1 commit into from
Sep 29, 2023

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DarioSamo
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Fixes an error where the exposure was calculated incorrectly if a lower resolution scale was used while using FSR2. Now the behavior is consistent regardless of the resolution scale since it uses the internal texture as it should instead.

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Master 1.0
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This is a low risk change and only affected results when auto-exposure was enabled on the camera properties.

Fixes an error where the exposure was calculated incorrectly if a lower resolution scale was used while using FSR2. Now the behavior is consistent regardless of the resolution scale.
@DarioSamo DarioSamo requested a review from a team as a code owner September 29, 2023 17:00
@akien-mga akien-mga added this to the 4.2 milestone Sep 29, 2023
@akien-mga akien-mga merged commit 44e399e into godotengine:master Sep 29, 2023
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@akien-mga
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Thanks!

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3 participants