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Add agx_white, agx_contrast and HDR support to the AgX tonemapper.
Also optimize all tonemappers to perform less calculations per-pixel. Note: unlike `white`, `agx_white` is limited to a minimum of `2.0` and defaults to `16.29`. When using a RGB10A2 render buffer, `agx_white` will be ignored and a value of `2.0` will be used instead to ensure good behavior on the Mobile renderer.
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@@ -2380,9 +2380,12 @@ void RasterizerSceneGLES3::render_scene(const Ref<RenderSceneBuffers> &p_render_
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}
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tonemap_ubo.exposure = environment_get_exposure(render_data.environment);
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tonemap_ubo.white = environment_get_white(render_data.environment);
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tonemap_ubo.tonemapper = int32_t(environment_get_tone_mapper(render_data.environment));
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RendererEnvironmentStorage::TonemapParameters params = environment_get_tonemap_parameters(render_data.environment, false);
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tonemap_ubo.tonemapper_params[0] = params.tonemapper_params[0];
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tonemap_ubo.tonemapper_params[1] = params.tonemapper_params[1];
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tonemap_ubo.tonemapper_params[2] = params.tonemapper_params[2];
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tonemap_ubo.tonemapper_params[3] = params.tonemapper_params[3];
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tonemap_ubo.brightness = environment_get_adjustments_brightness(render_data.environment);
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tonemap_ubo.contrast = environment_get_adjustments_contrast(render_data.environment);
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tonemap_ubo.saturation = environment_get_adjustments_saturation(render_data.environment);
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@@ -2840,7 +2843,7 @@ void RasterizerSceneGLES3::_render_post_processing(const RenderDataGLES3 *p_rend
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glow_hdr_bleed_threshold = environment_get_glow_hdr_bleed_threshold(p_render_data->environment);
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glow_hdr_bleed_scale = environment_get_glow_hdr_bleed_scale(p_render_data->environment);
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glow_hdr_luminance_cap = environment_get_glow_hdr_luminance_cap(p_render_data->environment);
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srgb_white = environment_get_white(p_render_data->environment);
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srgb_white = environment_get_white(p_render_data->environment, false);
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}
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if (glow_enabled) {
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