Rendering problem with screen texture using compatibility render mode

Godot Version

4.3

Question

drawing screen texture with glow or tonemap enabled causes it to become dim when using compatibility render mode.
image

Works only in Forward+
image

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!