diff --git a/src/engine/renderer/glsl_source/cameraEffects_fp.glsl b/src/engine/renderer/glsl_source/cameraEffects_fp.glsl index cfc557a35f..e2a1dc8e58 100644 --- a/src/engine/renderer/glsl_source/cameraEffects_fp.glsl +++ b/src/engine/renderer/glsl_source/cameraEffects_fp.glsl @@ -54,6 +54,8 @@ void convertToSRGB(inout vec3 color) { #endif } +uniform float u_Exposure; + // Tone mapping is not available when high-precision float framebuffer isn't enabled or supported. #if defined(r_highPrecisionRendering) && defined(HAVE_ARB_texture_float) /* x: contrast @@ -62,7 +64,6 @@ z: shoulderClip w: highlightsCompression */ uniform bool u_Tonemap; uniform vec4 u_TonemapParms; -uniform float u_Exposure; vec3 TonemapLottes( vec3 color ) { // Lottes 2016, "Advanced Techniques and Optimization of HDR Color Pipelines"