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Scale color output in the mobile renderer to provide HDR support
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@@ -38,6 +38,8 @@ layout(set = 1, binding = 0) uniform sampler2D source_auto_exposure;
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layout(location = 0) out vec4 frag_color;
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void main() {
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// We do not apply our color scale for our mobile renderer here, we'll leave our colors at half brightness and apply scale in the tonemap raster.
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#ifdef MODE_MIPMAP
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vec2 pix_size = blur.pixel_size;
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