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