From 522a9ed7c1acfc14220a2bd32fe8c3c8cd53acb7 Mon Sep 17 00:00:00 2001 From: Sam Gateau Date: Thu, 14 Feb 2019 15:43:36 -0800 Subject: [PATCH] Keeping only the minimum for quest --- libraries/render-utils/src/RenderForwardTask.cpp | 7 +++++-- 1 file changed, 5 insertions(+), 2 deletions(-) diff --git a/libraries/render-utils/src/RenderForwardTask.cpp b/libraries/render-utils/src/RenderForwardTask.cpp index 850de8eae9..95bd26e165 100755 --- a/libraries/render-utils/src/RenderForwardTask.cpp +++ b/libraries/render-utils/src/RenderForwardTask.cpp @@ -135,11 +135,14 @@ void RenderForwardTask::build(JobModel& task, const render::Varying& input, rend const auto resolvedFramebuffer = task.addJob("Resolve", resolveInputs); //auto resolvedFramebuffer = task.addJob("Resolve", framebuffer); +#if defined(Q_OS_ANDROID) +#else // Lighting Buffer ready for tone mapping // Forward rendering on GLES doesn't support tonemapping to and from the same FBO, so we specify // the output FBO as null, which causes the tonemapping to target the blit framebuffer - //const auto toneMappingInputs = ToneMappingDeferred::Inputs(resolvedFramebuffer, static_cast(nullptr)).asVarying(); - //task.addJob("ToneMapping", toneMappingInputs); + const auto toneMappingInputs = ToneMappingDeferred::Inputs(resolvedFramebuffer, static_cast(nullptr)).asVarying(); + task.addJob("ToneMapping", toneMappingInputs); +#endif // Layered Overlays // Composite the HUD and HUD overlays