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@@ -160,10 +160,6 @@ vec3 tonemap_aces(vec3 color, float white) {
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}
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}
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vec3 tonemap_reinhard(vec3 color, float white) {
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vec3 tonemap_reinhard(vec3 color, float white) {
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- // Ensure color values are positive.
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- // They can be negative in the case of negative lights, which leads to undesired behavior.
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- color = max(vec3(0.0), color);
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-
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return clamp((white * color + color) / (color * white + white), vec3(0.0f), vec3(1.0f));
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return clamp((white * color + color) / (color * white + white), vec3(0.0f), vec3(1.0f));
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}
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}
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@@ -347,8 +343,9 @@ void main() {
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#endif
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#endif
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// Early Tonemap & SRGB Conversion; note that Linear tonemapping does not clamp to [0, 1]; some operations below expect a [0, 1] range and will clamp
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// Early Tonemap & SRGB Conversion; note that Linear tonemapping does not clamp to [0, 1]; some operations below expect a [0, 1] range and will clamp
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-
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- color = apply_tonemapping(color, white);
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+ // Ensure color values are positive.
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+ // They can be negative in the case of negative lights, which leads to undesired behavior.
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+ color = apply_tonemapping(max(vec3(0.0), color), white);
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#ifdef KEEP_3D_LINEAR
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#ifdef KEEP_3D_LINEAR
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// leave color as is (-> don't convert to SRGB)
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// leave color as is (-> don't convert to SRGB)
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