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Always clamp LDR colour
Avoid weird-looking over-saturation.
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src/engine/renderer/glsl_source/cameraEffects_fp.glsl

Lines changed: 1 addition & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -58,9 +58,8 @@ void main()
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if( u_Tonemap ) {
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color.rgb = TonemapLottes( color.rgb * u_TonemapExposure );
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} else {
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color.rgb = clamp( color.rgb, vec3( 0.0f ), vec3( 1.0f ) );
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}
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color.rgb = clamp( color.rgb, vec3( 0.0f ), vec3( 1.0f ) );
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#if defined(r_colorGrading)
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// apply color grading

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