Leave old workaround in place for GLES

This commit is contained in:
Lars 2025-01-01 12:12:36 -08:00
parent 0ccd98fdac
commit 36a7046aee

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@ -23,7 +23,12 @@ void main(void)
vec2 uv = varTexCoord.st;
vec3 color = texture2D(rendered, uv).rgb;
// translate to linear colorspace (approximate)
#ifdef GL_ES
// clamp color to [0,1] range in lieu of centroids
color = pow(clamp(color, 0.0, 1.0), vec3(2.2));
#else
color = pow(color, vec3(2.2));
#endif
color *= exposureParams.compensationFactor * bloomStrength;