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Don't do gamma twice
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271c1e29a5
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@ -206,10 +206,9 @@ void main() {
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// Tonemapping
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float exposure = 1.0;
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float tone_gamma = 1.0;
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aa_color.rgb = vec3(1.0) - exp(-aa_color.rgb * exposure);
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// gamma correction
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aa_color.rgb = pow(aa_color.rgb, vec3(1.0 / tone_gamma));
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aa_color.rgb = pow(aa_color.rgb, vec3(gamma));
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/*
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// Apply clouds to `aa_color`
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@ -245,7 +244,7 @@ void main() {
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//hsva_color.z = 1.0 - 1.0 / (1.0 * hsva_color.z + 1.0);
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//vec4 final_color = vec4(hsv2rgb(hsva_color.rgb), hsva_color.a);
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vec4 final_color = pow(aa_color, gamma);
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vec4 final_color = aa_color;
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#if (FLUID_MODE == FLUID_MODE_CHEAP)
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if (medium.x == 1u) {
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