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SetUniform_TonemapAdaptiveExposure
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src/engine/renderer/tr_backend.cpp

Lines changed: 4 additions & 2 deletions
Original file line numberDiff line numberDiff line change
@@ -1728,11 +1728,13 @@ void RB_CameraPostFX() {
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vec4_t parms{ log2f( r_toneMappingHDRMax.Get() ) };
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parms[1] = UINT32_MAX / ( windowConfig.vidWidth * windowConfig.vidHeight * ( uint32_t( parms[0] ) + 8 ) );
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gl_cameraEffectsShader->SetUniform_TonemapParms2( parms );
1731+
}
1732+
gl_cameraEffectsShader->SetUniform_Tonemap( tonemap );
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1734+
if ( glConfig.adaptiveExposureAvailable ) {
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gl_cameraEffectsShader->SetUniform_TonemapAdaptiveExposure(
1733-
glConfig.adaptiveExposureAvailable && r_toneMappingAdaptiveExposure.Get() );
1736+
r_toneMappingAdaptiveExposure.Get() );
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}
1735-
gl_cameraEffectsShader->SetUniform_Tonemap( tonemap );
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// This shader is run last, so let it render to screen instead of
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// tr.mainFBO

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