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Add tone-mapping to overlay emissive shader
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1 changed files with 4 additions and 1 deletions
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@ -25,5 +25,8 @@ void main(void) {
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if (diffuse.a <= 0.1) {
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discard;
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}
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_fragColor = vec4(diffuse.rgb * _color, diffuse.a);
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vec4 color = vec4(diffuse.rgb * _color, diffuse.a);
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// Apply standard tone mapping
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_fragColor = vec4(pow(color.xyz, vec3(1.0 / 2.2)), color.w);
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}
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