forked from LeenkxTeam/LNXSDK
		
	Update leenkx/Shaders/std/tonemap.glsl
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		| @ -11,6 +11,8 @@ vec3 uncharted2Tonemap(const vec3 x) { | ||||
| vec3 tonemapUncharted2(const vec3 color) { | ||||
| 	const float W = 11.2; | ||||
| 	const float exposureBias = 2.0; | ||||
|     // TODO - Find out why black world value of 0.0,0.0,0.0 turns to white pixels | ||||
| 	if (dot(color, color) < 0.001) return vec3(0.001); | ||||
| 	vec3 curr = uncharted2Tonemap(exposureBias * color); | ||||
| 	vec3 whiteScale = 1.0 / uncharted2Tonemap(vec3(W)); | ||||
| 	return curr * whiteScale; | ||||
|  | ||||
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