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shaders correction for burnt colors
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@@ -42,6 +42,10 @@ vec3 filmic(vec3 x)
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vec4 tonemap(vec4 x)
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{
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// return FBOUT(vec4(ACESFilm(x.rgb), x.a));
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return FBOUT(vec4(reinhard(x.rgb), x.a));
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// Use ACES Filmic by default. Reinhard above kept for reference, but
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// with pureWhite=1.0 it collapses to identity (L*(1+L)/(1+L) = L) and
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// just clips HDR>1.0 at the framebuffer -> washed-out / burnt look.
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// ACES gives a smooth highlight shoulder + slight toe contrast.
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return FBOUT(vec4(ACESFilm(x.rgb), x.a));
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// return FBOUT(vec4(reinhard(x.rgb), x.a));
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}
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