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Fix tonemapping effect
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@ -68,13 +68,15 @@ vec3 uncharted2Tonemap(vec3 x)
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vec4 applyToneMapping(vec4 color)
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{
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const float exposureBias = 2.0;
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color = vec4(pow(color.rgb, vec3(2.2)), color.a);
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const float gamma = 1.6;
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const float exposureBias = 5.5;
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color.rgb = uncharted2Tonemap(exposureBias * color.rgb);
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// Precalculated white_scale from
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//vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W));
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vec3 whiteScale = vec3(1.036015346);
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color.rgb *= whiteScale;
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return color;
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return vec4(pow(color.rgb, vec3(1.0 / gamma)), color.a);
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}
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vec3 applySaturation(vec3 color, float factor)
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@ -130,6 +132,12 @@ void main(void)
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color = applyBloom(color, uv);
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#endif
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color.rgb = clamp(color.rgb, vec3(0.), vec3(1.));
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// return to sRGB colorspace (approximate)
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color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
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#ifdef ENABLE_BLOOM_DEBUG
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if (uv.x > 0.5 || uv.y > 0.5)
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#endif
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@ -140,11 +148,6 @@ void main(void)
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#endif
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}
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color.rgb = clamp(color.rgb, vec3(0.), vec3(1.));
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// return to sRGB colorspace (approximate)
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color.rgb = pow(color.rgb, vec3(1.0 / 2.2));
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#ifdef ENABLE_DITHERING
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// Apply dithering just before quantisation
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color.rgb += screen_space_dither(gl_FragCoord.xy);
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