Enable tonemap.
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2e1b0ac9f4
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@ -9,8 +9,8 @@ out vec4 FragColor;
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vec3 getCIEYxy(vec3 rgbColor);
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vec3 getRGBFromCIEXxy(vec3 YxyColor);
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float exposure = .4;
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float whitePoint = 1.5;
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float exposure = .3;
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float whitePoint = 1.;
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float delta = .1;
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void main()
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@ -22,5 +22,6 @@ void main()
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vec3 Yxy = getCIEYxy(col.xyz);
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float Lp = Yxy.r * exposure / avgLuminance;
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Yxy.r = (Lp * (1. * Lp / (whitePoint * whitePoint))) / (1. + Lp);
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FragColor.xyz = getRGBFromCIEXxy(Yxy);
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FragColor = vec4(getRGBFromCIEXxy(Yxy), 1.);
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}
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@ -637,10 +637,10 @@ void PostProcessing::render()
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_BLEND);
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/* computeLogLuminance(in_rtt);
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computeLogLuminance(in_rtt);
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toneMap(out_fbo, in_rtt);
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std::swap(in_rtt, out_rtt);
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std::swap(in_fbo, out_fbo);*/
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std::swap(in_fbo, out_fbo);
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PROFILER_PUSH_CPU_MARKER("- Bloom", 0xFF, 0x00, 0x00);
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if (UserConfigParams::m_bloom)
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