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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 🆑 fix: Fixed emissive bloom being all white /🆑
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@@ -38,8 +38,6 @@
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#define GHOST_PLANE 4
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#define GHOST_PLANE 4
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#define POINT_PLANE 5
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#define POINT_PLANE 5
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#define RENDER_PLANE_UNLIT_GAME 9
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//---------- LIGHTING -------------
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//---------- LIGHTING -------------
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/// Normal 1 per turf dynamic lighting underlays
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/// Normal 1 per turf dynamic lighting underlays
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#define LIGHTING_PLANE 10
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#define LIGHTING_PLANE 10
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@@ -65,8 +63,13 @@
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#define EMISSIVE_BLOOM_MASK_TARGET "*RENDER_PLANE_EMISSIVE_BLOOM_MASK"
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#define EMISSIVE_BLOOM_MASK_TARGET "*RENDER_PLANE_EMISSIVE_BLOOM_MASK"
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#define RENDER_PLANE_EMISSIVE_BLOOM 16
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#define RENDER_PLANE_EMISSIVE_BLOOM 16
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//-------------------- Lighting ---------------------
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//-------------------- Lighting ---------------------
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/// Main game plane to which everything renders, which then is multiplied by light
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/// Should not be lit directly as it is sourced for emissive bloom
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#define RENDER_PLANE_UNLIT_GAME 19
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#define RENDER_PLANE_LIGHTING 20
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#define RENDER_PLANE_LIGHTING 20
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/// Masks the lighting plane with turfs, so we never light up the void
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/// Masks the lighting plane with turfs, so we never light up the void
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