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author | sfan5 <sfan5@live.de> | 2022-10-09 19:11:04 +0200 |
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committer | sfan5 <sfan5@live.de> | 2022-10-09 19:11:04 +0200 |
commit | 7a28f2c4fa50957a019a8d44856b7aa0cea306eb (patch) | |
tree | 958b01f54d61a832193874b1d3babe434f6cfa92 | |
parent | 9676364c1fe5fe5eae69c55e7d7a45392decfb2d (diff) | |
download | minetest-7a28f2c4fa50957a019a8d44856b7aa0cea306eb.tar.xz |
Fix tone mapping being always enabled
broke in 579fc93c24b030e33a6255d96e773706f6e99c93
-rw-r--r-- | client/shaders/second_stage/opengl_fragment.glsl | 4 |
1 files changed, 2 insertions, 2 deletions
diff --git a/client/shaders/second_stage/opengl_fragment.glsl b/client/shaders/second_stage/opengl_fragment.glsl index 1f3816f1a..290caf8e3 100644 --- a/client/shaders/second_stage/opengl_fragment.glsl +++ b/client/shaders/second_stage/opengl_fragment.glsl @@ -30,7 +30,7 @@ vec4 applyBloom(vec4 color, vec2 uv) #endif -#ifdef ENABLE_TONE_MAPPING +#if ENABLE_TONE_MAPPING /* Hable's UC2 Tone mapping parameters A = 0.22; @@ -84,7 +84,7 @@ void main(void) if (uv.x > 0.5 || uv.y > 0.5) #endif { -#ifdef ENABLE_TONE_MAPPING +#if ENABLE_TONE_MAPPING color = applyToneMapping(color); #else color.rgb /= 2.5; // default exposure factor, see also RenderingEngine::DEFAULT_EXPOSURE_FACTOR; |