Don't do gamma twice

This commit is contained in:
Joshua Barretto 2020-11-16 14:48:20 +00:00
parent 271c1e29a5
commit 34987c1654

View File

@ -206,10 +206,9 @@ void main() {
// Tonemapping // Tonemapping
float exposure = 1.0; float exposure = 1.0;
float tone_gamma = 1.0;
aa_color.rgb = vec3(1.0) - exp(-aa_color.rgb * exposure); aa_color.rgb = vec3(1.0) - exp(-aa_color.rgb * exposure);
// gamma correction // gamma correction
aa_color.rgb = pow(aa_color.rgb, vec3(1.0 / tone_gamma)); aa_color.rgb = pow(aa_color.rgb, vec3(gamma));
/* /*
// Apply clouds to `aa_color` // Apply clouds to `aa_color`
@ -245,7 +244,7 @@ void main() {
//hsva_color.z = 1.0 - 1.0 / (1.0 * hsva_color.z + 1.0); //hsva_color.z = 1.0 - 1.0 / (1.0 * hsva_color.z + 1.0);
//vec4 final_color = vec4(hsv2rgb(hsva_color.rgb), hsva_color.a); //vec4 final_color = vec4(hsv2rgb(hsva_color.rgb), hsva_color.a);
vec4 final_color = pow(aa_color, gamma); vec4 final_color = aa_color;
#if (FLUID_MODE == FLUID_MODE_CHEAP) #if (FLUID_MODE == FLUID_MODE_CHEAP)
if (medium.x == 1u) { if (medium.x == 1u) {