Godot Version
4.3
Question
drawing screen texture with glow or tonemap enabled causes it to become dim when using compatibility render mode.
Works only in Forward+
I need to make it work properly in compatibility mode because my game will run on browsers. any solutions for this?
To fix this issue I converted the output from the screen texture to linear from srgb (using the function Godot uses, found in drivers/gles3/shaders/tonemap_inc.glsl) and multiplied the output of that by one of the parameters of the glow effect (I think it’s called HDR multiplier).
Thanks!, I was able to solve this issue myself but it was too hacky, and I brute forced my way into it (multiplied a random number to the screen texture until it matches the surrounding area)
Thanks for the more elegant solution for this!