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authorsfan5 <sfan5@live.de>2022-10-09 19:11:04 +0200
committersfan5 <sfan5@live.de>2022-10-09 19:11:04 +0200
commit7a28f2c4fa50957a019a8d44856b7aa0cea306eb (patch)
tree958b01f54d61a832193874b1d3babe434f6cfa92
parent9676364c1fe5fe5eae69c55e7d7a45392decfb2d (diff)
downloadminetest-7a28f2c4fa50957a019a8d44856b7aa0cea306eb.tar.xz
Fix tone mapping being always enabled
broke in 579fc93c24b030e33a6255d96e773706f6e99c93
-rw-r--r--client/shaders/second_stage/opengl_fragment.glsl4
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;