@@ -55,5 +55,5 @@ void main()
float adaptedLum = texture( luminanceTex, vec2( 0.5, 0.5 ) ).r;
float lum = (g_fMiddleGray / (adaptedLum + 0.0001));
- return downSample * weight * lum;
+ OUT_col = downSample * weight * lum;
}