HDR output buffer (WIP)
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@@ -43,7 +43,7 @@ void main() {
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color += vec4(fragColor.rgb * light, 0.0f);
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color.a = fragColor.a;
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color.rgb = pow(color.rgb, vec3(1.0/gamma));
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color.rgb = color.rgb;
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float z = gl_FragCoord.z / gl_FragCoord.w;
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float fog = clamp(exp(-fogDensity * z * z), 0.2, 1);
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