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Changed the brightness shaders from exposure to actual brightness calculations.
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@ -72,8 +72,10 @@ void main()
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vec4 sampledColor = texture(textureSampler, texCoord);
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// Brightness.
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if (brightness != 0.0)
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sampledColor.rgb = sampledColor.rgb * pow(2.0, brightness);
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if (brightness != 0.0) {
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sampledColor.rgb += 0.3 * brightness;
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sampledColor.rgb *= sampledColor.a;
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}
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// Saturation.
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if (saturation != 1.0) {
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@ -157,8 +157,10 @@ void main()
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vec4 colorTemp = clamp(GAMMA_OUT(color), 0.0, 1.0);
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// Brightness.
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if (brightness != 0.0)
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colorTemp.rgb = colorTemp.rgb * pow(2.0, brightness);
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if (brightness != 0.0) {
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colorTemp.rgb += 0.3 * brightness;
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colorTemp.rgb *= colorTemp.a;
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}
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// Saturation.
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if (saturation != 1.0) {
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