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@@ -8,7 +8,7 @@
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#include "shaders/Tonemapping.glsl"
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#define YCBCR 1
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-const float BLEND_FACTOR = 1.0 / 8.0;
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+const float BLEND_FACTOR = 1.0 / 16.0; // Keep it low to have a better result
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layout(location = 0) in vec2 in_uv;
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@@ -65,7 +65,7 @@ void main()
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float maxLum = computeLuminance(boxMax);
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#endif
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- float diff = abs(lum0 - lum1) / max(lum0, max(lum1, maxLum));
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+ float diff = abs(lum0 - lum1) / max(lum0, max(lum1, maxLum + EPSILON));
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diff = 1.0 - diff;
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diff = diff * diff;
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float feedback = mix(0.0, BLEND_FACTOR, diff);
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