diff --git a/client/shaders/nodes_shader/opengl_fragment.glsl b/client/shaders/nodes_shader/opengl_fragment.glsl index 299de2749..09c40b652 100644 --- a/client/shaders/nodes_shader/opengl_fragment.glsl +++ b/client/shaders/nodes_shader/opengl_fragment.glsl @@ -194,6 +194,10 @@ void main(void) vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); +#ifdef ENABLE_TONE_MAPPING + col = applyToneMapping(col); +#endif + #if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT float alpha = gl_Color.a; if (fogDistance != 0.0) { @@ -209,9 +213,5 @@ void main(void) col = vec4(col.rgb, base.a); #endif -#ifdef ENABLE_TONE_MAPPING - gl_FragColor = applyToneMapping(col); -#else gl_FragColor = col; -#endif } diff --git a/client/shaders/water_surface_shader/opengl_fragment.glsl b/client/shaders/water_surface_shader/opengl_fragment.glsl index 8321ddf93..d910220e9 100644 --- a/client/shaders/water_surface_shader/opengl_fragment.glsl +++ b/client/shaders/water_surface_shader/opengl_fragment.glsl @@ -150,6 +150,10 @@ vec4 base = texture2D(baseTexture, uv).rgba; vec4 col = vec4(color.rgb * gl_Color.rgb, 1.0); +#ifdef ENABLE_TONE_MAPPING + col = applyToneMapping(col); +#endif + #if MATERIAL_TYPE == TILE_MATERIAL_LIQUID_TRANSPARENT || MATERIAL_TYPE == TILE_MATERIAL_LIQUID_OPAQUE float alpha = gl_Color.a; if (fogDistance != 0.0) { @@ -165,9 +169,5 @@ vec4 base = texture2D(baseTexture, uv).rgba; col = vec4(col.rgb, base.a); #endif -#ifdef ENABLE_TONE_MAPPING - gl_FragColor = applyToneMapping(col); -#else gl_FragColor = col; -#endif }