From 8b965c912765bd42b51bc845d54673f578bcbbdd Mon Sep 17 00:00:00 2001 From: SmArtKar <44720187+SmArtKar@users.noreply.github.com> Date: Fri, 1 Aug 2025 02:55:17 +0200 Subject: [PATCH] Fixes emissive bloom being all white (#92376) ## About The Pull Request #92357 moved base unlit game below emissives which broke bloom. It should always be directly below RENDER_PLANE_LIGHTING ## Changelog :cl: fix: Fixed emissive bloom being all white /:cl: --- code/__DEFINES/layers.dm | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/code/__DEFINES/layers.dm b/code/__DEFINES/layers.dm index e3ce2c38b19..238c8f6ddd7 100644 --- a/code/__DEFINES/layers.dm +++ b/code/__DEFINES/layers.dm @@ -38,8 +38,6 @@ #define GHOST_PLANE 4 #define POINT_PLANE 5 -#define RENDER_PLANE_UNLIT_GAME 9 - //---------- LIGHTING ------------- /// Normal 1 per turf dynamic lighting underlays #define LIGHTING_PLANE 10 @@ -65,8 +63,13 @@ #define EMISSIVE_BLOOM_MASK_TARGET "*RENDER_PLANE_EMISSIVE_BLOOM_MASK" #define RENDER_PLANE_EMISSIVE_BLOOM 16 + //-------------------- Lighting --------------------- +/// Main game plane to which everything renders, which then is multiplied by light +/// Should not be lit directly as it is sourced for emissive bloom +#define RENDER_PLANE_UNLIT_GAME 19 + #define RENDER_PLANE_LIGHTING 20 /// Masks the lighting plane with turfs, so we never light up the void