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Shaders: Apply tone mapping before fog calculation.
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@ -194,6 +194,10 @@ void main(void)
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vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
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vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
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#ifdef ENABLE_TONE_MAPPING
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col = applyToneMapping(col);
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#endif
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#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT
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#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT
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float alpha = gl_Color.a;
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float alpha = gl_Color.a;
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if (fogDistance != 0.0) {
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if (fogDistance != 0.0) {
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@ -209,9 +213,5 @@ void main(void)
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col = vec4(col.rgb, base.a);
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col = vec4(col.rgb, base.a);
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#endif
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#endif
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#ifdef ENABLE_TONE_MAPPING
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gl_FragColor = applyToneMapping(col);
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#else
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gl_FragColor = col;
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gl_FragColor = col;
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#endif
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}
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}
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@ -150,6 +150,10 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
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vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0);
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#ifdef ENABLE_TONE_MAPPING
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col = applyToneMapping(col);
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#endif
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#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
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#if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE
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float alpha = gl_Color.a;
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float alpha = gl_Color.a;
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if (fogDistance != 0.0) {
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if (fogDistance != 0.0) {
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@ -165,9 +169,5 @@ vec4 base = texture2D(baseTexture, uv).rgba;
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col = vec4(col.rgb, base.a);
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col = vec4(col.rgb, base.a);
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#endif
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#endif
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#ifdef ENABLE_TONE_MAPPING
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gl_FragColor = applyToneMapping(col);
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#else
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gl_FragColor = col;
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gl_FragColor = col;
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#endif
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}
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}
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