Update leenkx/Shaders/compositor_pass/compositor_pass.frag.glsl
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		| @ -502,13 +502,6 @@ fragColor.rgb = min(fragColor.rgb, 65504 * 0.5); | ||||
| 		fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma | ||||
| 		fragColor.rgb = clamp(fragColor.rgb, 0.0, 2.2); | ||||
| 	#endif | ||||
| 	#ifdef _CToneAgXsimple | ||||
| 		fragColor.rgb = tonemapAgXSimple(fragColor.rgb); | ||||
| 		fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma | ||||
| 	#endif | ||||
| 	#ifdef _CToneAgXfull | ||||
| 		fragColor.rgb = tonemapAgXFull(fragColor.rgb); | ||||
| 	#endif | ||||
| 	#ifdef _CToneNone | ||||
| 		fragColor.rgb = pow(fragColor.rgb, vec3(1.0 / 2.2)); // To gamma | ||||
| 	#endif | ||||
|  | ||||
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