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