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3 changes: 2 additions & 1 deletion src/engine/renderer/glsl_source/cameraEffects_fp.glsl
Original file line number Diff line number Diff line change
Expand Up @@ -54,6 +54,8 @@ void convertToSRGB(inout vec3 color) {
#endif
}

uniform float u_Exposure;

// Tone mapping is not available when high-precision float framebuffer isn't enabled or supported.
#if defined(r_highPrecisionRendering) && defined(HAVE_ARB_texture_float)
/* x: contrast
Expand All @@ -62,7 +64,6 @@ z: shoulderClip
w: highlightsCompression */
uniform bool u_Tonemap;
uniform vec4 u_TonemapParms;
uniform float u_Exposure;

vec3 TonemapLottes( vec3 color ) {
// Lottes 2016, "Advanced Techniques and Optimization of HDR Color Pipelines"
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