From 7a28f2c4fa50957a019a8d44856b7aa0cea306eb Mon Sep 17 00:00:00 2001 From: sfan5 Date: Sun, 9 Oct 2022 19:11:04 +0200 Subject: [PATCH] Fix tone mapping being always enabled broke in 579fc93c24b030e33a6255d96e773706f6e99c93 --- client/shaders/second_stage/opengl_fragment.glsl | 4 ++-- 1 file 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;