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@@ -29,10 +29,10 @@ void main()
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float middleGray = u_tonemap.x;
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float whiteSqr = u_tonemap.y;
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- float treshold = u_tonemap.z;
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+ float threshold = u_tonemap.z;
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float offset = u_tonemap.w;
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- rgb = max(vec3_splat(0.0), rgb - treshold) * middleGray / (lum + 0.0001);
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+ rgb = max(vec3_splat(0.0), rgb - threshold) * middleGray / (lum + 0.0001);
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rgb = reinhard2(rgb, whiteSqr);
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gl_FragColor = toGamma(vec4(rgb, 1.0) );
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